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! www.nexus.gg/cityplannerplays EDIT: Sorry about the black screen for a couple seconds around 1:26!
Can you do a city skylines, transport fever, Soviet union workers and resources scheduled to keep it more varied, as the last transport fever epesiode was over 2 weeks ago.
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.
@@emilm2331 It depends. But in soviet times, usually - no, it was advised to build residential neighbourhoods away from major factories. At least that's what I've seen (and that's how my town was built). Factories could, of course, end up in the city limits surrounded by residentials, but that was usually caused by the rapid growth of the city, and rn the biggest cities in Russia, for example, are trying to get those factories rebuild into something else and integrate them into city's landscape.
@@Setchiie you absolutely right,i am from Cuba,we have micro districts too and they are exactly like you describe,just over there the most common block are the 5 floors with 30 apartments,usually in Europe most of the cities have bigger ones
In fact, it's kind of a Soviet/Russian thing too! In 1930s they demolished the entire centre of Moscow and rebuilt it with stroads. Now you can go to Triumfalnaya Square and see a crossing of two freaking interstates.
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!
Yeah. I didn't understand the beauty of it and found most of the stats and features unnecessary, until I started a realistic mode. It felt like a clone of Tropico. But in realistic mode it is craziest and hardest and most overwhelming among all of the city builders. And I played it all from the first SimCity and Caesar and stuff
"It felt like a clone of Tropico" i mean, even at the easiest mode it's still NOT even close a clone of tropico due to all the logistic challenges that are still there.
@@oleksandrshymanskyi1129 as a long term tropico fan , yeah its nowhere near tropico. Tropico focuses much more on staying in power and having a balanced budget over the sheer realism and management aspect of this game
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!
To add to that: Not everything needs a road because soviet design is not car-centric. Comrade citizen will wait 20-30 years for a personal car if even eligible. So the rule is: will a truck need to arrive there? Road. Not? No need for a road, just pathways. City services can use pathways,too. So residential, cinema, sports - can be built without road. Hell, shops and pubs can be without road IF you have a warehouse plugged to them in the back.
-You can also export crude oil early on if there is a good deposit nearby, since the pumps don't require workers! -Another thing i would add, when you set up an industrial area, plan for either rail or ship access. Trucks become rather impractical beyond maybe 2km or so, particularly for raw materials
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.
@@nizarmouroudi416 yes and you actually can produce all the resources to build and then ship them to the building site (or you can import from the border). There is a lot of difficulty settings so it depends if that is an option or a need.
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.
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.
I don't know if it's having a nice climate where I live, but 400m is nothing, that's like a 5-7 minute walk. They could really bump that up to a kilometer, which would be more realistic to anywhere people really walk (10-15 minutes or so)
@@moonlight-hm4bh They're not trying to simulate the actual range to which people walk in a city, it's just a game with the walkable distance being part of the game balance
It's dependent on what type of path you're using. I had people walking 1000m with paths with lamps while playing 1.0 last night. Paths/roads with lights are worth the extra cost for those walking distances.
Also, if it's helpful, Distribution Offices are absolute gamechangers when it comes to arranging the logistics of your city. They dispatch appropriate trucks whenever given criteria are met. For instance, you could use a single covered truck to automatically top-up the stocks of your Store and Pub whenever either one dips below 50% capacity.
@@Aggies44you place mixed signals when there is 2+ ways the train can go to and a both way signal when you want the train to be able to park at 2 sides. And one ways in order to make rooms for more then one trains and on exits
A commentary from a person who lived in a dozen of soviet cities: - NOTHING there is NOTHING common in planning of this city in video and real Soviet cities plans 1 - all residential blocks has infrastructure inside, sorunded by the residential buildings - gardens, football fields, swings and open stages for music & performances 2 - shoping (S) and administrative (A) blocks usualy is surounded by residential (R) blocks like R-S-R-A-R-S-R 3 - monuments are built in a parks, squares and administrative blocks - almost never ever in a residential block 4 - there is no trees besides pedestrian passes and near the roads - that is a key ecological feature fo ALL SOVIET CITIES 5 - collective farms and field are built araound the city borders or araound separate vilage - the vilage is a center of all farming industry nearby 6 - factory blocks usualy put separatly from the residential blocks separated by park or administrative block for ecology reasons So, from Soviet Architectual Iistitute this US planer recives 2 (lowest grade) fro planing a soviet city.
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.
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.
They have state-driven because they won't even try to have an actual economy. In wrsr you actually have to build parking. While cs2 just uses magic. In wrsr when you have an housing crisis you cope or you just build more. In cs2 the devs patch the game.
@@veevoir I remember Donoteat01 calling City Skylines' industry DLC the "Chinese State Capitalism" DLC which is a fair assessment of most city builder game economies
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.
If you double click the F1 button, it brings us a wire frame grid that you can snap to. Clicking F1 once only brings up the wireframe, but doesn't let you snap until the second click.
pro tip: residences can get by with gravel footpaths only, they can serve as emergency-access driveways in a pinch and it makes lots of very sweet layouts work great.
@SecuR0M im a dangist(ideology of modern china), so i might be biesed, but no, in china bourgeoisie do exist, but they really dont have any power chinese government owns majority shears in most companies they pretty much run where what and when it will be build if you want to sey city skylines is a game where you buld socialist city late and i mean like late 80 early 90 yugoslavia wulde be prodobley closest
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.
So a good tip here is buildings that don't have vehicles and don't take deliveries (like residentials and cinema) *do not* need a road connection, they are fine using exclusively footpaths.
@@derpcade I some aspects I guess. Nobody's hungry. Everybody has access to free medical services housing and education. But capitalism is lurking around the corner :)
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.
Soviet microdistricts are an insanely good urban planning innovation. If there's one thing you can say about the Soviets, it's that they loved planning in all its forms.
I am so excited that you finally took another look into this great game! It's one of my favorites, and I've easily racked up more than 1k hours when it was in Early Access. So let me give you some tips! F1 controls the grid, hit F1 again to toggle grid snapping. F2 controls the topography overlay, F3 toggles underground view, F4 toggles road/track parallel mode, the T key mirrors a building. When designing a road layout, use mud roads first! They're free and build instantly. Upgrade to gravel/panel/asphalt when you're done. Same could be said for sidewalks. Citizens can walk up to 400 meters. And please make this game a series Comrade Phil!
Thanks for doing a playthrough. I tried this a year or so ago and had the exact same reation......it was a lot to take in with no tutorials. Had no idea all the refinement that went into the game. I'll give it a whirl again because this game looks so cool
Comerade Planner, The Republic requires more of your excellent planning skills to beat the Westeners and show how glorious our Republic can be ! On a serious note though the game is amazing and id love to see how you build up your republic. Especially with how beautifully design your CS cities. There are also alot of workshop addons adding great buildings, factories and even small decorations to truly get into the decorating and detailing.
Oh I'm so glad you've picked this up! This game is so in depth it's wild, even though some of the terrain meshing and so on drive me bonkers- and it honestly has gotten so deep in simulation I can't run it in the hardest mode with everything on without absolutely dropping the ball.
34:08 Discarding food and alcohol to meet production quotas… how very Soviet of you. Excellent work, comrade! Looking forward to more of this game in the future!
So glad you are playing this! This is my most played game by far. The best City Builder/Management game. I love that you control every single thing from resources, to final products, to workers, trade, etc. It's so satisfying when you become self-sufficient on your own resources. It's crazy fun and difficult especially in realistic mode.
From watching other people play this, it really seems that the game shines most at its toughest difficulty. Imports need to be taken from the border to your warehouses/stockpiles/factories. Vehicles need fuel and degrade, needing maintenance else they break down. Nothing builds on their own, and you need workers and vehicles, machinery, construction materials, *and* man-hours to build things. I'd love to see Phil play it, but I think it might be too much unless he really wants to dive into the game.
Realistic Mode has a very slow start, that's right, you have to micro manage almost EVERYTHING before reaching some sort of decent automation. Once you reach that automation you'll find out whether it was a failure or a success, why? Because everything from the first building you placed somewhere defines how things will go in the future, inflation is a ticking bomb in this game. You can't expect for exports to give you money forever if you have to import something else, eventually that import will cost too much to keep up, and your exports will go down in price since you're over saturating the market with them. Basically you have to reach full socialist self reliance before inflation and capitalism destroys you, while planning every angle of your economy correctly to avoid future head aches.
Cosmonaut mode can bog down very badly at a single mistake. I would recommend playing with quick build on for the first 200-300 hours, and trying to restrict yourself from the use of quick build. This way you wont have a save stall for hours because you overstretched your energy grid, or tried to upgrade a road with no alternate rout at the bat moment.
Comrade Phil! A labour lottery has found you to be the lucky winner of a new and prestigious assignment. You will act as the new citizen's urban planner in a burgeoning workers republic. We expect to see you produce many more videos following your success in this field Congratulations and blessings of good work.
Saw the thumbnail and already the distances between the buildings are far and american-like. Good thing about this game is that the walkability and timeliness of transport in relation to production as a core ideology of the game.
If you look at new buuld urban areas in the eastern block, and western countries, you will see more green spqce allocated between blocks in the eastern block ones, by far. Even with the parki g lots that evwntually popped up around them. In fact what you actually tend to see is a central park area with groceries kindergartens, recreation areas, medical clinics and the like around its edge, a ring road, and then a double row of residential towers in concentric circles around the park. And then self contained squares like this form city blocks divided by arterial roads with public transport connections often trams down the apine of the arterials. And less commonly used services or excessively large footprint buildings take up bocks of their own.
I've been hoping for this day for so long, and what great timing--my birthday is in 2 days! I hope you've enjoyed this game enough that you'll be playing more.
Ohh yes, one of my favourite games played by one of my favourite youtubers. Workers and resources truly deserves the exposure it came a very long way from its first versions and now its a real gem of a game.
one of its more hardcore features is that you need vehicles to construct roads and buildings, provide them a depot, rent construction equipment from the border control and office, steamrollers to pave paths and asphalt, workers to construct the buildings, trucks to haul materials, etc. there's also gas stations for vehicles
I've got hundreds of hours in this game, really happy to see you play it. You're right, Phil. It's not fair to compare this game to CS1 or CS2, they provide a totally different economic experience which feeds through to the fundamental planning and design of your city / region. The game is a lot more fun in realistic mode but much slower. You can't just auto buy buildings, you have to provide all the building resources to site and then have workers spend time building the structure over multiple stages, who can be enhanced by the presence of different machinery on site (excavators, cranes etc). Hope you turn this into a full series. Join us, Comrade!
I really love how the difficulty options in this game work. You can set the difficulty for different game mechanics separately, all the way from "harder than actually running a nation" to "practically sandbox". You can also change this on the fly, so you don't have to start anew if you don't like the settings you picked. I think a lot of other games could really benefit from going in that direction...
I've always been tempted to get this game, something about the Cold War era that just tickles parts of my brain. Be it the brutalist design, the music, the mystery of it or even the weather there is just something there that is intriguing.
I love that your logo changed to red, though I honestly was also hoping for a little star above the city, lol. If you plan to continue this series, or maybe even plan to make a seperate project of this game, I'd absolutely love to see you try playing in realistic mode, as the game in realistic is another level of indepth and complex.
Please do the rest of the tutorial! It's really cool to watch and see a different type of city builder. And then at the end make a new city with everything you learned!
CPP playing Workers & Resources! You love to see it! I will be interested to see how you deal with the learning curve in this one, because I'm already looking at this and thinking you might need to do a full restart of the campaign by Ep 3. Starting so far from the border was very unwise, especially with 1960s vehicles and booze and food as starting industries. It will be very difficult for you to make money in the short to medium term in this setup. 1.5m rubles is a lot to blow on a starting village that doesn't turn a profit, even in easy mode. I would advise that you essentially start over again back where you said you didn't want to start in the first place: on the north border where you have both USSR and NATO crossings. Construct a town up there without automatic immigration turned on, click on the name label of your existing town to disallow internal migration to it, then manually move all the citizens from your initial town to the new one. Set up vehicle lines with multiple of the big Skoda covered hull to export all your beer and bread except for what you're using for local consumption. Note that 100% load is 100% of what that vehicle can hold, not the proportion of what is in the pickup warehouse. You will also want to attach warehouses to the food and alcohol factories to store all the excess product, as you will likely make way more than you can initially move. Set the proportions of product stored in your shopping centre rationally (citizens will consume far more food than clothes, and far more clothes than electronics) by clicking on the figures and opening the menu to enter figures manually. You should probably use a warehouse to store goods for your shopping centre too, rather than delivering directly. To prettify your city planning, remember that you can flip buildings using the T key, and no building with out a vehicle bay actually requires you to attach a road to it. Watch out for the 'Quality of Flats' rating on the residential buildings you are selecting too -- the lower this is, the higher the happiness penalty to citizens who live there. Later in this scenario, when you are asked to do mining, you will probably be able to revitalise your original starting village in the middle of nowhere to be a mining town. For now, it is pretty much the worst possible start location. If you're looking for an expert UA-camr on Workers and Resources, I would highly recommend Bballjo, who has been playing the game avidly from the very beginning. He always plays on the most difficult and realistic settings, but there is a huge amount to learn about how the game functions from someone as good as him. I look forward to seeing where you take the rest of this! Maybe you can pull off a surprise and manage to keep this series going with the city you have. Great work as always!
If you want to shatter your brain, put everything on realistic mode. You actually have to provide workers and vehicles to haul resources in order to build infrastructure and each building takes months. Then you have to also worry about electricity, water and sewage, and heating. Resources actually need to be purchased and hauled from the borders (or depos). When you destroy buildings, you need to send vehicles to clear and dispose of the debris before the area is cleaned up. It's a steep learning curve, but it's 100% worth doing.
I'd absolutely love to see this turn into a series. Also you didn't talk about how you can build all your roads, train tracks, infrastructure, and buildings using labor and vehicles, via the whole construction industry that utilizes the resources and goods you produce and import! It is... an extremely time consuming way to play but it is the most satisfying city-building experience in the world imo. c - c
it feels very different, i'd love seeing more of this. There is a kind of "factory" game feeling you didnt cover as you can chain factories with conveyors too, on top of all other ways of transportation
Capitalist city planner: "Lets try to encourage buisness to do X thing in Y zone. Maybe if we give some tax breaks..." Communist city planner: "Comrade! The people need more mcguffins! Da, let us build new factory. We can put it here, it needs to provide X amount of mcguffins every month, which should take Y resources, Z workers..." Just determine which thing needs to be done and then do it. No making friends, no greasing palms, no sub-sub-sub-contractors, just a problem and a solution. The problem is of course that the planner needs to do EVERYTHING. Which is fine when you have a team of folks to handle it. For a player it just seems obtuse.
Not only does the planner need to do everything, they need to be correct in their estimations, prepared for complex interaction or unforseen events changing demand, bzild in redundancy for supply chain falioures etc. etc. Its not that it cant work, its that it is an excruciatingly difficult task.
Make a series please! Also you can use public transport to move your workers so you dont have to build industries or workplaces so close to your residential!
The only city builder i have any interest in 😂 recently bought it and now going through tutorial videos on YT and this popped up in my recommended. People's regular gameplay videos like this one help tie the tutorials together. Great vid my guy.
for some reason newly built commie blocks and other buildings look like they served for 40 years and past though 1990-s shock therapy time of deindustrialization and social decay if you look at old photos of new districts in USSR or Yugoslavia you won't see this depressing picture. They are shining white, and put inside well-designed blocks with a lot of green alleys, parks, fountains and so on. Also jokes like "what provides happiness - alcohol" lacking taste and kill the general mood a bit.
Realism mode is so fun but requires following a guide and/or quite a few hours of experience so I think it’s best saved for after at least a (mini) series of this game
I'd love seeing you playing this. Be careful with difficulty level though. While I love the realistic mode, it's a hell for beginners. For instance It won't allow you to add/remove gravel footpaths on a whim (yep!). The Campaign is really a good thing to do first. as it's neither too hard nor too easy and explore many of the possibilities of the game at the pace you like. While I was already familiar with the game, i loved doing the second campaign and its map, still learned a few things. Of course there are tutorials too, but they don't cover everything. Custom games really leaves you on your own and the mecanics of the game arent always very easy to grasp. One thing i do sometimes is make a new game with everything set on easy except for the thing I want to test.
I watched Yumbl play this for awhile in realistic mode on Twitch, and it was overwhelming. This is the sort of game that's interesting to watch, but feels like learning a new job that I don't have the mental bandwidth for.
@@Asteroidaceae I'm amazed to not see more comments displaying a complete lack of understanding of capitalism and communism... Maybe CPP's audience skews a bit more educated on the subject.
'Business' as such would be a misnomer, outside of Hungary after the 70s, or the rest of the easter block after perestroika. Private enterprise did not exist, and so neuther did 'businesses'. You did have conaumer stores, and even brand name goods, with their own outlets, like Sókoł was a quiet beloved Polish electronics manifacturer, but they were all state owned enterprises with centrally set production orders and pricing. Later small private businesses wouldbe allowed to open and operate for profit, but these tended to be things like repair shops, coffe shops or boutiqe storey. Complex good manifacturing wasnt privatised until after the fall of the Soviet Union.
I'd love a tutorial series on this game like the one you did on Cities: Skylines! This game is really hard to figure out and you explain things so well!
For the sake of engagement: 😊 . This would be a great series. Can't wait to see you getting into trains and then calling Lee in to fix it. It'll be amazing.
Oh yeeees 🎉🎉🎉 So great to see you give a try to this lovely game! Some pro tips from someone that struggled yet now manages to get sustainable republics in Realist mode: 1. The building and decommissioning animations are an integral part of the simulation. On lower difficulty settings, construction/demolition are automatised. On realist mode, you have to buy the construction vehicles, and arrange with buses that workers come on the work site 🥹 2. Always start your city planning from a public transport hub (usually a big bus station). This is essential to link with other communities AND effectively doubles walking range, as citizens looking for commodities can walk to the bus station, then if bus station is in walking range of a shop, they'll leave the station and walk to the shop! 3. Residential building, as well as most commodities do not need a road connection, even if they have a slot for it. Roads are mandatory for any building with storage (shop, pubs...), or integrated parkings (fire, hospital, police...). 4. When placing stuff, cost varies depending on material prices and availability (it's free if you have the material somewhere on your map) AND transport cost, so roughly the distance to your border post. 5. Regarding "the worst side of your personality", tapping F1 twice will trigger grid snapping 🥰 6. Never ever let your fields in a walking range of your citizens. Fields are best placed near a farm, where "automated" (i.e. w/o workers) vehicles can do all the job without eating jobs! I hope this helps you comrade 🤞🏻✊🏻
Remember Comrade City Planner, your citizens are socialist workers, not "employees," as under capitalism. Keep up the good work for our Soviet Republic!
Omg I was sleeping 😅 if I saw this notification I could have click it instantly, this actually happened? 😮 He's playing my favorite city builder game of this last generation and probably the best city builder of our lives, these last months I just started to love this game insanely, I already loved it but now it's a game changing, we may think the graphics doesn't look that good, but this is the point of this game, the gameplay and functions, complexity, and all the content it gives in player's hands it's just unbelievable, this developer by himself took it seriously and made the best game of the genre of this generation, imagine what comes next, this sets the bar in a highest level, and competition may not get close to it, yesterday I was just rewatching the 3DIVISION channel videos on this game since the first tease of the earliest developments, the comments of people giving ideas, Peter listening to it, and then you see the latest videos and it does have most of it added in game officially, you doesn't have to buy anything like 10 DLCs, just update the game and barabin baraboom, it's here, I'm living in a timeline where I'm more excited for the next Workers and Resources game than GTA 6 releasing next year 😂 Phill, good luck with this game, it will take a while for you to understand everything, but don't worry, when you learn most of the functions, and get used to it, this might be your favorite game in the future to make great histories 😄
nice game, thanks for checking it out! I really love the level of detail the dev's put into the game. I'm probably purchase it too while it is on sale right now. THank you a lot and please make a series out of this! Keep it up!
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!
www.nexus.gg/cityplannerplays
EDIT: Sorry about the black screen for a couple seconds around 1:26!
Can you do a city skylines, transport fever, Soviet union workers and resources scheduled to keep it more varied, as the last transport fever epesiode was over 2 weeks ago.
Please don't stop the transporting fever 2 series!
Fantastic!! I just asked about this game a week ago so I'm so stoked to see a build happening. 👌🏻
Think of me as a SPY, I like my CAPITALISM. 🔭 🔍 🛰 📡
please more sir
God, PLEASE make this a series - this is such a good game, I really want to see this continue
same
I hope so too, I did my part recommending it. Love this game.
+1 for me. We need a series.
agreed!!
@bendovernoscope Who's Paul?
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.
Bro really built an American city 🤣
and not uncommon for residential to be next to the factory, to my knowledge at least 😅
@@emilm2331 It depends. But in soviet times, usually - no, it was advised to build residential neighbourhoods away from major factories. At least that's what I've seen (and that's how my town was built). Factories could, of course, end up in the city limits surrounded by residentials, but that was usually caused by the rapid growth of the city, and rn the biggest cities in Russia, for example, are trying to get those factories rebuild into something else and integrate them into city's landscape.
@@Setchiie like Nowa Huta near Krakow.or Tjernobyl, wouldn't you say that's the opposite case ?
@@Setchiie you absolutely right,i am from Cuba,we have micro districts too and they are exactly like you describe,just over there the most common block are the 5 floors with 30 apartments,usually in Europe most of the cities have bigger ones
>American city planner designs a Soviet city
>Immediately makes a stroad
Never change burgerman.
In fact, it's kind of a Soviet/Russian thing too! In 1930s they demolished the entire centre of Moscow and rebuilt it with stroads. Now you can go to Triumfalnaya Square and see a crossing of two freaking interstates.
@@kristaskrastina2863 interoblast? 🤔
@@aguyfromflorida4842 Yep. In fact we call them federal roads (федеральная трасса). But interoblast sounds badass - I like it!
burgerman?
@@robiagacitei5487 It's a Russian joke name for Americans.
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!
he really should get used to the game before going realistic xD
Yeah. I didn't understand the beauty of it and found most of the stats and features unnecessary, until I started a realistic mode. It felt like a clone of Tropico. But in realistic mode it is craziest and hardest and most overwhelming among all of the city builders. And I played it all from the first SimCity and Caesar and stuff
"It felt like a clone of Tropico"
i mean, even at the easiest mode it's still NOT even close a clone of tropico due to all the logistic challenges that are still there.
realistic is very slow.
though somewhat satisfying to watch little minions that are trucks building things.
@@oleksandrshymanskyi1129 as a long term tropico fan , yeah its nowhere near tropico. Tropico focuses much more on staying in power and having a balanced budget over the sheer realism and management aspect of this game
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!
To add to that: Not everything needs a road because soviet design is not car-centric. Comrade citizen will wait 20-30 years for a personal car if even eligible. So the rule is: will a truck need to arrive there? Road. Not? No need for a road, just pathways. City services can use pathways,too. So residential, cinema, sports - can be built without road. Hell, shops and pubs can be without road IF you have a warehouse plugged to them in the back.
Thanks dud
@@veevoir Don't you need road access for construction vehicles? Been a while since I played it myself.
@@fus132 They use paths, too. But the difference is mud road is instant ;) path needs to be built before building so they can access it.
-You can also export crude oil early on if there is a good deposit nearby, since the pumps don't require workers!
-Another thing i would add, when you set up an industrial area, plan for either rail or ship access. Trucks become rather impractical beyond maybe 2km or so, particularly for raw materials
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.
Building are built instantly, it's it the game where you actually buy the excavator and the trucks and wait for it to be built?
@@nizarmouroudi416 yes and you actually can produce all the resources to build and then ship them to the building site (or you can import from the border). There is a lot of difficulty settings so it depends if that is an option or a need.
@@nizarmouroudi416 Yes, it's the same game you need to play "realistic mode" to get it to play like that though.
MORE OF THIS GAME pls
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.
And they remake them more often too)))
If only that was the case in other cities...
@@NewBuildmini In Serbia its more like
"Ah we build a brand new asphalt road. Demolish it in half because we forgot to put plumbing."
@@VojislavMoranic Not that much different from provincial Russia then lol.
Considering the rampant corruption in the country, most of those funds probably disappear along the way.
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.
I don't know if it's having a nice climate where I live, but 400m is nothing, that's like a 5-7 minute walk. They could really bump that up to a kilometer, which would be more realistic to anywhere people really walk (10-15 minutes or so)
@@moonlight-hm4bh They're not trying to simulate the actual range to which people walk in a city, it's just a game with the walkable distance being part of the game balance
@@moonlight-hm4bh the walking range is limited by performance iirc, the game would chug too much at longer pedestrian ranges. It used to be even less
@@KarolOfGutovo that makes sense, thanks!
It's dependent on what type of path you're using. I had people walking 1000m with paths with lamps while playing 1.0 last night. Paths/roads with lights are worth the extra cost for those walking distances.
Also, if it's helpful, Distribution Offices are absolute gamechangers when it comes to arranging the logistics of your city. They dispatch appropriate trucks whenever given criteria are met. For instance, you could use a single covered truck to automatically top-up the stocks of your Store and Pub whenever either one dips below 50% capacity.
This game's big thing is that it's so HARD. Everything is so granular and a single misstep can cause a complete disaster
Bought it years ago and stopped playing because I just couldn't seem to figure out how to make trains work. 🤦
Just like real life 😂😅
@@Aggies44there was quite a few bugs with how train routing worked during early access, but they've worked really hard to solve them!
@@Aggies44you place mixed signals when there is 2+ ways the train can go to and a both way signal when you want the train to be able to park at 2 sides. And one ways in order to make rooms for more then one trains and on exits
Like conducting a test incorrectly on a RBMK reactor level disaster, or?
A commentary from a person who lived in a dozen of soviet cities:
- NOTHING there is NOTHING common in planning of this city in video and real Soviet cities plans
1 - all residential blocks has infrastructure inside, sorunded by the residential buildings - gardens, football fields, swings and open stages for music & performances
2 - shoping (S) and administrative (A) blocks usualy is surounded by residential (R) blocks like R-S-R-A-R-S-R
3 - monuments are built in a parks, squares and administrative blocks - almost never ever in a residential block
4 - there is no trees besides pedestrian passes and near the roads - that is a key ecological feature fo ALL SOVIET CITIES
5 - collective farms and field are built araound the city borders or araound separate vilage - the vilage is a center of all farming industry nearby
6 - factory blocks usualy put separatly from the residential blocks separated by park or administrative block for ecology reasons
So, from Soviet Architectual Iistitute this US planer recives 2 (lowest grade) fro planing a soviet city.
*in fake Russian accent* "in soviet republic, you don't need to respect the topography, the topography needs to respect you."
And if it doesn't, make it. With science. Nuclear science.
This is the way
Фальшивым американским акцентом: "В Советской Республике, вы не должны уважать топографию, топография должна вас уважать"
what about radioactivity tho?
looks like Mayak 1957 anyway
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.
Please make this a series
Absolutely!
Communist detected🤣
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.
It seems more state-subsidised, because you don't directly profit from the factory, but you profit indirectly through taxes and export dues. (IIRC)
They have state-driven because they won't even try to have an actual economy. In wrsr you actually have to build parking. While cs2 just uses magic. In wrsr when you have an housing crisis you cope or you just build more. In cs2 the devs patch the game.
@@veevoir I remember Donoteat01 calling City Skylines' industry DLC the "Chinese State Capitalism" DLC which is a fair assessment of most city builder game economies
There's an old Soviet saying... "Do not let perfect be the enemy of good"
You may laugh, but it truly exists 😅
deep, and if you play this game. Heavily accurate
Не позволяйте совершенству быть врагом добра
Or how to celebrate mediocrity.
lol that phrase is of French origin
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.
If you double click the F1 button, it brings us a wire frame grid that you can snap to. Clicking F1 once only brings up the wireframe, but doesn't let you snap until the second click.
Ive been playing this for ages and I never knew that!
Edit: Autocorrect hates me these days…
You shouldn't have said that, he's gonna gridlock the entire map 🤣
love how some of my friends said "no I don't like city building simulators", but when 1.0 of W&R came out EVERYONE started to play it. great game
pro tip: residences can get by with gravel footpaths only, they can serve as emergency-access driveways in a pinch and it makes lots of very sweet layouts work great.
With autobuild on id say its worth going for the lighted path. More walking distance and prettier.
Communist city builder definitely has more sense than capitalist when in both games you menage state planed economy
Why, everything is your private property in capitalist city sim 😂
@@cicik57capitalism works on planed economy corporations plan things instead of the stete thet is the difference
@@bosniencommie1202 cities skylines and simcity is PRC communism Soviet Republic is USSR communism
@SecuR0M im a dangist(ideology of modern china), so i might be biesed, but no, in china bourgeoisie do exist, but they really dont have any power chinese government owns majority shears in most companies they pretty much run where what and when it will be build if you want to sey city skylines is a game where you buld socialist city late and i mean like late 80 early 90 yugoslavia wulde be prodobley closest
@@bosniencommie1202 yeah that's fair I can see it
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.
True communist. Proper knowledge ))
I mean to be fair I'd rather have that, as opposed to changing the environment of an existing neighborhood by building industry next to it
@@carstarsarstenstesenn There is a certain logic to that. There are also buses, which are the more usual solution. 😊
@@D64nz 100%. Or better yet, train/metro
Also I don't get why didn't he just build it right next to the farm
So a good tip here is buildings that don't have vehicles and don't take deliveries (like residentials and cinema) *do not* need a road connection, they are fine using exclusively footpaths.
Best city builder ever so far in my opinion. This game is nuts. In realistic mode it's almost dwarf fortress crazy. I dig the artwork too.
Realistic mode is so much fun. And hard. So very very hard.
@@stighelmer1265 real Communism is so hard nobody has ever done it successfully comrade
@@LawrenceTimme What about Cuba?
@@SxSxG666 Cuba's successful?
@@derpcade I some aspects I guess. Nobody's hungry. Everybody has access to free medical services housing and education. But capitalism is lurking around the corner :)
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.
Soviet microdistricts are an insanely good urban planning innovation. If there's one thing you can say about the Soviets, it's that they loved planning in all its forms.
About one of the few good things the Soviets did.
@@Elyseon Guess you love polio and the NSDAP
@@Elyseon что же плохого мы сделали?
@@HoBoeBpeM9l destroyed my faith's religious buildings, subjected ethnic minorities like Azeris
I am so excited that you finally took another look into this great game! It's one of my favorites, and I've easily racked up more than 1k hours when it was in Early Access. So let me give you some tips!
F1 controls the grid, hit F1 again to toggle grid snapping. F2 controls the topography overlay, F3 toggles underground view, F4 toggles road/track parallel mode, the T key mirrors a building.
When designing a road layout, use mud roads first! They're free and build instantly. Upgrade to gravel/panel/asphalt when you're done. Same could be said for sidewalks.
Citizens can walk up to 400 meters.
And please make this game a series Comrade Phil!
"Citizens can walk up to 400 meters." On gravel paths ;) this number is the staple of designing on realistic mode.
Mikhail - Mikolay 🗿
Kirill - Kyraly 🗿
Stanislav - Stalinslave ☠
name checks out
Fedir - Federer 👽
Slav dosen't mean slave it's racist propaganda.
I was fuming when I noticed his ability to read
@@woisy6 what drugs are you on rn?
That communist CPP logo is a nice touch lmao
City Planner Plays? More like Communist Planner’s Party!
CPP digivolve to... CCCP !!! ⚒️
Thanks for doing a playthrough.
I tried this a year or so ago and had the exact same reation......it was a lot to take in with no tutorials. Had no idea all the refinement that went into the game. I'll give it a whirl again because this game looks so cool
Comerade Planner, The Republic requires more of your excellent planning skills to beat the Westeners and show how glorious our Republic can be ! On a serious note though the game is amazing and id love to see how you build up your republic. Especially with how beautifully design your CS cities. There are also alot of workshop addons adding great buildings, factories and even small decorations to truly get into the decorating and detailing.
Oh I'm so glad you've picked this up! This game is so in depth it's wild, even though some of the terrain meshing and so on drive me bonkers- and it honestly has gotten so deep in simulation I can't run it in the hardest mode with everything on without absolutely dropping the ball.
Love the red logo, nice touch. Your channel is awesome as aways.
haha same, and the music is fantastic.
@@Perisemiotics it's soundtrack from the game.
34:08
Discarding food and alcohol to meet production quotas… how very Soviet of you. Excellent work, comrade! Looking forward to more of this game in the future!
Please continue. Going to try the campaign now. Oh, and this is not really a City Builder... it is a Nation builder.
So glad you are playing this! This is my most played game by far. The best City Builder/Management game. I love that you control every single thing from resources, to final products, to workers, trade, etc. It's so satisfying when you become self-sufficient on your own resources. It's crazy fun and difficult especially in realistic mode.
Yes, please make this a series. This build right here already seems like a good start. I hope the Playstation store has this.
Great to see you play this game. The sad state of Cities Skylines 2 has left me playing this for over a hundred hours.
Would love to see a whole series on this game similar to the magnolia county series on cities skylines
From watching other people play this, it really seems that the game shines most at its toughest difficulty. Imports need to be taken from the border to your warehouses/stockpiles/factories. Vehicles need fuel and degrade, needing maintenance else they break down. Nothing builds on their own, and you need workers and vehicles, machinery, construction materials, *and* man-hours to build things. I'd love to see Phil play it, but I think it might be too much unless he really wants to dive into the game.
Nah the toughest difficulty is just torture
Also you can self build on all the difficultied
Realistic Mode has a very slow start, that's right, you have to micro manage almost EVERYTHING before reaching some sort of decent automation.
Once you reach that automation you'll find out whether it was a failure or a success, why? Because everything from the first building you placed somewhere defines how things will go in the future, inflation is a ticking bomb in this game.
You can't expect for exports to give you money forever if you have to import something else, eventually that import will cost too much to keep up, and your exports will go down in price since you're over saturating the market with them.
Basically you have to reach full socialist self reliance before inflation and capitalism destroys you, while planning every angle of your economy correctly to avoid future head aches.
@@unitedfront9717 very appropriate for the Soviet Union
Cosmonaut mode can bog down very badly at a single mistake.
I would recommend playing with quick build on for the first 200-300 hours, and trying to restrict yourself from the use of quick build. This way you wont have a save stall for hours because you overstretched your energy grid, or tried to upgrade a road with no alternate rout at the bat moment.
I left this comment for the sake of ✨engagement✨
no way me too
@@iamryanrenolds
🔥
i love the lil ✨gay sparkles✨
(i am in fact a homosexual and i associate those with a lil fruity snappy flicky thing i do, don’t yell at me)
The Algorithm, much like Marxism/Leninism is a jealous god
Comrade Phil!
A labour lottery has found you to be the lucky winner of a new and prestigious assignment. You will act as the new citizen's urban planner in a burgeoning workers republic. We expect to see you produce many more videos following your success in this field
Congratulations and blessings of good work.
Please make this a series, comrade!
Great work, Comrade! The party is proud of you.
Saw the thumbnail and already the distances between the buildings are far and american-like. Good thing about this game is that the walkability and timeliness of transport in relation to production as a core ideology of the game.
If you look at new buuld urban areas in the eastern block, and western countries, you will see more green spqce allocated between blocks in the eastern block ones, by far. Even with the parki g lots that evwntually popped up around them.
In fact what you actually tend to see is a central park area with groceries kindergartens, recreation areas, medical clinics and the like around its edge, a ring road, and then a double row of residential towers in concentric circles around the park. And then self contained squares like this form city blocks divided by arterial roads with public transport connections often trams down the apine of the arterials. And less commonly used services or excessively large footprint buildings take up bocks of their own.
I've been hoping for this day for so long, and what great timing--my birthday is in 2 days! I hope you've enjoyed this game enough that you'll be playing more.
Ohh yes, one of my favourite games played by one of my favourite youtubers. Workers and resources truly deserves the exposure it came a very long way from its first versions and now its a real gem of a game.
woo! I've had my eye on this game for a while now, and I really appreciate you going through this, Moar! Please. :D
That was a lot of fun to watch! Hope you play more!
i really hope you keep building your soviet republic on this channel!
one of its more hardcore features is that you need vehicles to construct roads and buildings, provide them a depot, rent construction equipment from the border control and office, steamrollers to pave paths and asphalt, workers to construct the buildings, trucks to haul materials, etc.
there's also gas stations for vehicles
I was waiting for you to play this. I’ve been addicted to this game for quite some time.
I've got hundreds of hours in this game, really happy to see you play it. You're right, Phil. It's not fair to compare this game to CS1 or CS2, they provide a totally different economic experience which feeds through to the fundamental planning and design of your city / region.
The game is a lot more fun in realistic mode but much slower. You can't just auto buy buildings, you have to provide all the building resources to site and then have workers spend time building the structure over multiple stages, who can be enhanced by the presence of different machinery on site (excavators, cranes etc).
Hope you turn this into a full series. Join us, Comrade!
Really looking forward to the continuation of this build!
I really love how the difficulty options in this game work. You can set the difficulty for different game mechanics separately, all the way from "harder than actually running a nation" to "practically sandbox". You can also change this on the fly, so you don't have to start anew if you don't like the settings you picked. I think a lot of other games could really benefit from going in that direction...
I've always been tempted to get this game, something about the Cold War era that just tickles parts of my brain. Be it the brutalist design, the music, the mystery of it or even the weather there is just something there that is intriguing.
Come comrade, come visit this gulag, feel free to stay for a while aswell...
@@Viper607706 is there goulash?
I love that your logo changed to red, though I honestly was also hoping for a little star above the city, lol.
If you plan to continue this series, or maybe even plan to make a seperate project of this game, I'd absolutely love to see you try playing in realistic mode, as the game in realistic is another level of indepth and complex.
Finally!
But please...do NOT share the campaign playthrough...do a custom map IF you end up making more of this.
Please do the rest of the tutorial! It's really cool to watch and see a different type of city builder. And then at the end make a new city with everything you learned!
The red intro graphic was a nice touch
CPP playing Workers & Resources! You love to see it!
I will be interested to see how you deal with the learning curve in this one, because I'm already looking at this and thinking you might need to do a full restart of the campaign by Ep 3. Starting so far from the border was very unwise, especially with 1960s vehicles and booze and food as starting industries. It will be very difficult for you to make money in the short to medium term in this setup. 1.5m rubles is a lot to blow on a starting village that doesn't turn a profit, even in easy mode.
I would advise that you essentially start over again back where you said you didn't want to start in the first place: on the north border where you have both USSR and NATO crossings. Construct a town up there without automatic immigration turned on, click on the name label of your existing town to disallow internal migration to it, then manually move all the citizens from your initial town to the new one. Set up vehicle lines with multiple of the big Skoda covered hull to export all your beer and bread except for what you're using for local consumption. Note that 100% load is 100% of what that vehicle can hold, not the proportion of what is in the pickup warehouse. You will also want to attach warehouses to the food and alcohol factories to store all the excess product, as you will likely make way more than you can initially move. Set the proportions of product stored in your shopping centre rationally (citizens will consume far more food than clothes, and far more clothes than electronics) by clicking on the figures and opening the menu to enter figures manually. You should probably use a warehouse to store goods for your shopping centre too, rather than delivering directly.
To prettify your city planning, remember that you can flip buildings using the T key, and no building with out a vehicle bay actually requires you to attach a road to it. Watch out for the 'Quality of Flats' rating on the residential buildings you are selecting too -- the lower this is, the higher the happiness penalty to citizens who live there.
Later in this scenario, when you are asked to do mining, you will probably be able to revitalise your original starting village in the middle of nowhere to be a mining town. For now, it is pretty much the worst possible start location.
If you're looking for an expert UA-camr on Workers and Resources, I would highly recommend Bballjo, who has been playing the game avidly from the very beginning. He always plays on the most difficult and realistic settings, but there is a huge amount to learn about how the game functions from someone as good as him.
I look forward to seeing where you take the rest of this! Maybe you can pull off a surprise and manage to keep this series going with the city you have. Great work as always!
Love this game! Can't wait to see what you do with this series!
If you want to shatter your brain, put everything on realistic mode. You actually have to provide workers and vehicles to haul resources in order to build infrastructure and each building takes months. Then you have to also worry about electricity, water and sewage, and heating. Resources actually need to be purchased and hauled from the borders (or depos). When you destroy buildings, you need to send vehicles to clear and dispose of the debris before the area is cleaned up. It's a steep learning curve, but it's 100% worth doing.
I've been waiting on you to tackle this game. It's addictive especially in realistic mode
I'd absolutely love to see this turn into a series.
Also you didn't talk about how you can build all your roads, train tracks, infrastructure, and buildings using labor and vehicles, via the whole construction industry that utilizes the resources and goods you produce and import! It is... an extremely time consuming way to play but it is the most satisfying city-building experience in the world imo. c - c
OUR city, comrade.
Love how extra granular this game is. More please
it feels very different, i'd love seeing more of this. There is a kind of "factory" game feeling you didnt cover as you can chain factories with conveyors too, on top of all other ways of transportation
Capitalist city planner:
"Lets try to encourage buisness to do X thing in Y zone. Maybe if we give some tax breaks..."
Communist city planner:
"Comrade! The people need more mcguffins! Da, let us build new factory. We can put it here, it needs to provide X amount of mcguffins every month, which should take Y resources, Z workers..."
Just determine which thing needs to be done and then do it. No making friends, no greasing palms, no sub-sub-sub-contractors, just a problem and a solution.
The problem is of course that the planner needs to do EVERYTHING. Which is fine when you have a team of folks to handle it. For a player it just seems obtuse.
Not only does the planner need to do everything, they need to be correct in their estimations, prepared for complex interaction or unforseen events changing demand, bzild in redundancy for supply chain falioures etc. etc.
Its not that it cant work, its that it is an excruciatingly difficult task.
Make a series please! Also you can use public transport to move your workers so you dont have to build industries or workplaces so close to your residential!
6:09 The editor is definitely not accustomed to soviet politics. If CCP says it's flat, then it's flat! don't question m8.
I waited for you to make this since you sayd it in one of your previous streams.
We need this to become a series!❤
And, lol Stalinslav😂
The butchery of all the names was so funny
make this a series please
The only city builder i have any interest in 😂 recently bought it and now going through tutorial videos on YT and this popped up in my recommended. People's regular gameplay videos like this one help tie the tutorials together. Great vid my guy.
Typical afternoon: cinema, pub, and then either shop and home, or hospital.
As they said in USSR, "cinema, wine and dominoes" (кино, вино и домино).
Comrade, please continue the work for the great people's republic!
for some reason newly built commie blocks and other buildings look like they served for 40 years and past though 1990-s shock therapy time of deindustrialization and social decay
if you look at old photos of new districts in USSR or Yugoslavia you won't see this depressing picture. They are shining white, and put inside well-designed blocks with a lot of green alleys, parks, fountains and so on.
Also jokes like "what provides happiness - alcohol" lacking taste and kill the general mood a bit.
Looks a very good game. I've been looking at trailers for it so really glad you decided to do a video on it. Looking forward to more. 👍
The way he pronounces Slavic names gets me 😂
Ive been waiting for you to play this! Please make it a series 😊
I would love how you play this on Realistic Mode
Realism mode is so fun but requires following a guide and/or quite a few hours of experience so I think it’s best saved for after at least a (mini) series of this game
I'd love to see him try.
Its not very realistic unless everyone starves or gets put in the Gulag
I'd love seeing you playing this.
Be careful with difficulty level though. While I love the realistic mode, it's a hell for beginners. For instance It won't allow you to add/remove gravel footpaths on a whim (yep!).
The Campaign is really a good thing to do first. as it's neither too hard nor too easy and explore many of the possibilities of the game at the pace you like.
While I was already familiar with the game, i loved doing the second campaign and its map, still learned a few things.
Of course there are tutorials too, but they don't cover everything. Custom games really leaves you on your own and the mecanics of the game arent always very easy to grasp.
One thing i do sometimes is make a new game with everything set on easy except for the thing I want to test.
Slovak game mentioned!!11!1 Sláva borovičke
I watched Yumbl play this for awhile in realistic mode on Twitch, and it was overwhelming. This is the sort of game that's interesting to watch, but feels like learning a new job that I don't have the mental bandwidth for.
store not being 20 minute drive away from houses isnt very american
Please make this a regular series. The amount of detail on realism is insane ! It looks like a fantastic game.
8:54 " So we'll have some businesses off this road..."
*Looks at the name of the game, 'Soviet Republics, looks to camera B*
Do you think there weren't shops in the USSR?
Do you wanna maybe reality check that assumption?
@@Asteroidaceae Much like the man in the orthapedic shoes, I stand corrected.
He meant public services obviously
@@Asteroidaceae I'm amazed to not see more comments displaying a complete lack of understanding of capitalism and communism... Maybe CPP's audience skews a bit more educated on the subject.
'Business' as such would be a misnomer, outside of Hungary after the 70s, or the rest of the easter block after perestroika.
Private enterprise did not exist, and so neuther did 'businesses'. You did have conaumer stores, and even brand name goods, with their own outlets, like Sókoł was a quiet beloved Polish electronics manifacturer, but they were all state owned enterprises with centrally set production orders and pricing.
Later small private businesses wouldbe allowed to open and operate for profit, but these tended to be things like repair shops, coffe shops or boutiqe storey. Complex good manifacturing wasnt privatised until after the fall of the Soviet Union.
I'd love a tutorial series on this game like the one you did on Cities: Skylines! This game is really hard to figure out and you explain things so well!
In a realist mode you would show something incredible, with a great place for storytelling
That would be amazing!
Realistic mode is a completely different beast though. I love it, but it feels like realistic vs non-realistic are two very,very different games :D
For the sake of engagement: 😊 . This would be a great series. Can't wait to see you getting into trains and then calling Lee in to fix it. It'll be amazing.
Oh yeeees 🎉🎉🎉 So great to see you give a try to this lovely game! Some pro tips from someone that struggled yet now manages to get sustainable republics in Realist mode:
1. The building and decommissioning animations are an integral part of the simulation. On lower difficulty settings, construction/demolition are automatised. On realist mode, you have to buy the construction vehicles, and arrange with buses that workers come on the work site 🥹
2. Always start your city planning from a public transport hub (usually a big bus station). This is essential to link with other communities AND effectively doubles walking range, as citizens looking for commodities can walk to the bus station, then if bus station is in walking range of a shop, they'll leave the station and walk to the shop!
3. Residential building, as well as most commodities do not need a road connection, even if they have a slot for it. Roads are mandatory for any building with storage (shop, pubs...), or integrated parkings (fire, hospital, police...).
4. When placing stuff, cost varies depending on material prices and availability (it's free if you have the material somewhere on your map) AND transport cost, so roughly the distance to your border post.
5. Regarding "the worst side of your personality", tapping F1 twice will trigger grid snapping 🥰
6. Never ever let your fields in a walking range of your citizens. Fields are best placed near a farm, where "automated" (i.e. w/o workers) vehicles can do all the job without eating jobs!
I hope this helps you comrade 🤞🏻✊🏻
I‘d love to see you make another video on this game. It has been lots of fun to watch!
Remember Comrade City Planner, your citizens are socialist workers, not "employees," as under capitalism. Keep up the good work for our Soviet Republic!
Omg I was sleeping 😅 if I saw this notification I could have click it instantly, this actually happened? 😮 He's playing my favorite city builder game of this last generation and probably the best city builder of our lives, these last months I just started to love this game insanely, I already loved it but now it's a game changing, we may think the graphics doesn't look that good, but this is the point of this game, the gameplay and functions, complexity, and all the content it gives in player's hands it's just unbelievable, this developer by himself took it seriously and made the best game of the genre of this generation, imagine what comes next, this sets the bar in a highest level, and competition may not get close to it, yesterday I was just rewatching the 3DIVISION channel videos on this game since the first tease of the earliest developments, the comments of people giving ideas, Peter listening to it, and then you see the latest videos and it does have most of it added in game officially, you doesn't have to buy anything like 10 DLCs, just update the game and barabin baraboom, it's here, I'm living in a timeline where I'm more excited for the next Workers and Resources game than GTA 6 releasing next year 😂
Phill, good luck with this game, it will take a while for you to understand everything, but don't worry, when you learn most of the functions, and get used to it, this might be your favorite game in the future to make great histories 😄
CS2 could learn a lesson or two from this game
It's a cool game. I've played games like it before. This is a little more in depth. Like to see you continue
For communism ✊🏻
nice game, thanks for checking it out! I really love the level of detail the dev's put into the game. I'm probably purchase it too while it is on sale right now. THank you a lot and please make a series out of this! Keep it up!
ah yes just dumping resources to meet an arbitary deadline at 34:22 how soviet of you