Workers & Resources: Soviet
Submitted by: David K.
Gameplay Tips & Tricks:
Written by Teefighter
* Starting near the edge/border of the map reduces delivery costs for
function. This also applies to
* There is a way to cut down on terrraforming costs (Explanation below).
* Plan out your buildings without using the auto-build option enabled in
* When building aggregate production, plan out where your conveyors go and
them where ever possible.
Transporting e.g. 210 t of coal ore is hard to
achieve with only trucks at the
* Build gravel processing near your quarries to cut down on transport
* Remember that if you import electricity and reach zero money, your
stops entirely, so always keep a
couple of thousand in your bank account.
* A great way to save a lot of money is to play on the populated map and
the citizens from the prepuilt
towns to your apartments, rather than inviting
them. Dont forget to uncheck the
auto-invite option before building the residence.
* Get familiar with the workplace choosing mechanic. Citizens will first
workplace reachable by foot before
heading to bus/train stations.
Keep the waiting capacity of
stations in mind.
-=Some nice starting industries are=
* Steel – Requires coal extraction and processing to be profitable. Steel
in construction later on, since its the most expensive type of good in
Cut down on extra costs by building an iron processing plant and buying the
ore. Keep in mind that the steel mill can take 500 max. workers to fully
Four coal processing plants and two iron processing plants are required to
a steel mill at max production.
* Clothing – Building the fabric and clothing factory uses less money and
This chain can be expanded with the farm later on too expand in the
* Oil / Fuel – Its a great option because the wells dont need workers to
I didnt use it yet in the beginning, however i think its possible to
it as well, if you find a oil deposit near the border to cut down on
-=Terraforming Like a Pro=-
I figured out that terraforming is crucial in setting up your buildings. If
dont take care of that before plopping down the buildings, theres always
be a gap between them to form the slope.
So usually the first step in any new game I did, (I failed a lot because I
to start on the hard option for starting money) is to build a street depot
an excavator (the big one for dollars is the best one, for 9k $ though).
excavator present any future terraforming is practically free (except for
the excavator, it needs a working fuel station to refuel). Also the more
excavators you have the quicker you can terraform. The max amount of
to use at once is 7 though.
* The provided tool for smoothing down the ground is okay, but i found
way to get a smooth area much quicker and more reliable. To do that, find
place where you want to start building up and terraform it with a building.
Don’t plop the actual building down if you got the building lot smooth. The
step is moving the building towards
the edge of your smooth area while keeping
the center of the building (red square) on your smooth area and
new building lot, adding smooth area to the already existing space. I
use the steel mill for that, because it has the largest footprint. The
university building is great when you need a straight line for streets or
E voilá, you have a huge, open and smooth area to build your next
Just keep in mind that you need to do that before building any
there (including roads, paths and power lines) because any
has a “no terraform” zone around it.
You cannot move entire hills in one go doing that. For getting rid of
need to lower/raise the land before smoothing it with a building.
-=Tips on Citizen Satisfaction=-
* Every citizen has free time activities that he desires. However, you dont
to provide your citizens acess to
every single need to get them to full
satisfaction (i didnt try that on
hard citizen reaction though).
* If a citizen finishes an activity, there is a chance that he needs more
activity to get happy next time.
For example a citizen with 0% sport satisfaction
only needs 30 mins on a sports
field to get satisfied, a 90% satisfaction citizen
needs 120 mins to get
* Keeping no.2 in mind, when changing the provided activity, your citizens
take some time to get used to the
new activity (happens when moving citizens
out of the old towns (on populated
maps) which are used to the church free time
* Providing sports activity is a great way to start of since its cheap. The
offers the most efficient way of
free time activity.
* With the radio/tv station, you can influence the free time activites of
citizens (i didnt experiment on
that yet though).
* Food however is a basic need which every citizen needs. Meat is an on top
to satisfy the hunger better and
slowing health loss rate.
* The Health stat is not tied to satisfaction, however your citzens die if
-=Various Other Tips=-
* Citizens wating in a transport station will always hop on the first
arriving, without regarding jobs
capacity at the destination. Keep that in mind
when choosin vehicles to use.
* Citizens will despawn in vehicles when travelling to long.
* Rather than using one high capacity vehicle, use multiple medium/low
vehicles to keep the flow of
passengers more constant.
* Auto-buying ressources in a building that uses a lot of ressources might
satisfy the full demand of it. I
have experienced that in the iron processing
plant. Counter that by placing a
storage facility next to your factory and buy
ressources there too and delivering
it via connections.
* I havent figured out if theres a throughput limit on conveyors/pipes.
transport through them is only
happening when the source building is staffed
(except for storage facilities).