Roads

From Workers & Resources: Soviet Republic Official Wiki
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Background

A road is an identifiable route, way, or path for the passage of people, vehicles, or animals between two or more places. Roads are typically smoothed, paved, or otherwise prepared to allow easy travel, although they need not be. Historically, many roads were simply recognizable routes without any formal construction or maintenance. Roads that pass through a city, town, or village are often known as streets.

When there is an obstacle (such as a body of water, valley, road, or rail) in the way of a road, a bridge can be used. A bridge is a structure built to span a physical obstacle without blocking the way underneath. On the other hand, there are tunnels. Tunnels are civil engineering structures that create an underground passage that may pass through a hill, under buildings or roads, underwater or even under entire cities.

Gameplay

In Workers & Resources: Soviet Republic the player has the ability to use roads, bridges and tunnels. When developing a world or expansion in a world, it's wise to begin with mud roads. Mud roads can be used for planning roads within cities, interconnecting cities, and connecting to a border house. Mud roads can be upgraded to gravel, asphalt, and even roads with lights.

Bridges are also available in the game for crossing a valley or river. Bridges can be built from wooden Boards Boards, Bricks Bricks, Prefab panels Prefab panels, Concrete Concrete or Steel Steel as their main component. Tunnels can be dug through hills and mountains.

Roads can be connected to other roads, no matter what type of road it is. Each type of road has its own limitations regarding speed. The advantage of street lighting is that vehicles can also drive at a higher speed at night compared to the same vehicle on the same type of road without street lighting.

Rain

Rain seems to affect only mud roads, but has a devastating effect of reducing the max. speed to just 8 km/h. If the mud road is used more than occasionally, consider upgrading it to a gravel road to nullify the rain debuff.

Snow

If roads remain unplowed, their max. speed is reduced to ~35% of their default value. The exact values are:

Mud road 12 km/h
Gravel road 21 km/h
Panel road 28 km/h
Asphalt road 38 km/h

Segments and nodes

Explanation of segment and node.

Segment

A segment is a part of a road or rail track, without any interruption. The part just goes from A to B and doesn't have any crossing or junction. In the image above there is an example road infrastructure. Every segment of road has been given a number. Each number represents a segment of road. In this picture there are a total of 15 segments.

If for example a new road connects in the middle of segment 3, then segment 3 will be split into two separate segments and the new road becomes a new segment.

Node

A node marks the beginning of a segment and another node marks the end of a segment. So a segment always has two nodes. In the image above the nodes are marked as purple dots on the end of roads and on interconnections between roads. When interconnecting pieces of segments, the segments start sharing nodes.

When the player presses and holds H all the nodes become visible. The small white dots mark where other roads or footpaths can be connected, or where road signs can be placed.

Remove node

Removing nodes is only possible on roads of the same type. Removing nodes is a two-step process:

  • Place a waypoint on the node
  • Remove the waypoint

There is an exception for footpaths connected to a road. The waypoint can be deleted for the footpath/road connection if the road is of the same type. Use the same two-step process as before.

Traffic signs

Main article: Traffic simulation

There are two ways of simulating traffic: simple or complex. The simple traffic system is a system based on "first come first served", while the complex traffic system is a system based on "Priority to the right" or "Rule of right hand".

Traffic signs are available in the complex traffic simulation game settings.

Roads

Type Cost Max. speed Walking speed Max. speed during rain Max. speed when covered by snow Station length Notes

Mud
Free 35 km/h 50%[1] 8 km/h 12 km/h

Gravel
Workdays Workdays, Gravel Gravel

Usage depends on length.

60 km/h 62%[1] 60 km/h 21 km/h

Asphalt
Workdays Workdays, Gravel Gravel,

Asphalt Asphalt,
Usage depends on length.

110 km/h 79%[1] 110 km/h 38 km/h Can be "upgraded" into Tram track (no access to cars and pedestrians) despite not being a Panel road. (patch ver. 1.0.0.20)

Asphalt with street
light and sidewalks
Workdays Workdays, Gravel Gravel,

Asphalt Asphalt, Steel Steel,
Electro components Electro components
Usage depends on length.

110 km/h 87%[1] 110 km/h 38 km/h This Asphalt road variant cannot be upgraded into panel Tram Track. (see Asphalt road notes above)
[2]
Panel
Workdays Workdays, Gravel Gravel,

Prefab panels Prefab panels
Usage depends on length.

80 km/h 79%[1] 80 km/h 28 km/h

Trolleybus
Workdays Workdays, Gravel Gravel,

Steel Steel, Prefab panels Prefab panels,
Electro components Electro components
Usage depends on length.

110 km/h 87%[1] 110 km/h 38 km/h
[3]
One lane road
Workdays Workdays, Gravel Gravel,

Asphalt Asphalt
Usage depends on length.

110 km/h 83% 110 km/h 38 km/h

Road with tramtrack
Workdays Workdays, Gravel Gravel,

Asphalt Asphalt, Steel Steel,
Prefab panels Prefab panels, Electro components Electro components
Usage depends on length.

80 km/h 87 %[1] 80 km/h 28 km/h
[2]
Tram track (no access for pedestrians and cars)
Workdays Workdays, Gravel Gravel,

Prefab panels Prefab panels, Steel Steel,
Electro components Electro components
Usage depends on length.

[2]
Tram railroad connection
Workdays Workdays, Concrete Concrete,

Gravel Gravel, Asphalt Asphalt,
Steel Steel,
Electro components Electro components
Usage depends on length.

6 m

Bridges and tunnels

Notes

  • Tunnels can't be used under a depth of 0 m.
  • With street lighting, vehicles run faster at night compared to the same road without street lighting.

Buildings related to roads

Road vehicles depot

Main article: Depot

Read the main article to learn how to use a road vehicles depot.

Name Cost Lifespan Parking spots Energy Wattage Structure Notes

Road vehicles depot
Workdays 460 Workdays, Concrete 10t Concrete,

Gravel 7.8t Gravel, Asphalt 6.2t Asphalt,
Bricks 23t Bricks, Boards 7.7t Boards,
Steel 8.2t Steel

35 8 3.0 MWh 50 kW Access 2x road access
L/U 2

Road vehicles depot[4]
Workdays 1030 Workdays, Concrete 59t Concrete,

Gravel 45t Gravel, Asphalt 36t Asphalt,
Bricks 23t Bricks, Boards 7.7t Boards,
Steel 8.2t Steel

35 16 3.0 MWh 50 kW Access 1x road access
L/U 2

Road depot
Free 4 0.0 MWh 0 kW Access 1x road access
[2] Only a limited number of seven free road depots can be built.
L/U None

Trolleybus depot
Workdays 481 Workdays, Concrete 10t Concrete,

Gravel 7.8t Gravel, Asphalt 6.3t Asphalt,
Bricks 19t Bricks, Boards 6.6t Boards,
Steel 9.9t Steel
Electro components 0.43t Electro components

35 8 3.0 MWh 50 kW Access 2x road access
L/U 2
[2]
Tram depot 4x
Workdays 921 Workdays, Concrete 35t Concrete,

Gravel 27t Gravel, Asphalt 21t Asphalt,
Bricks 28t Bricks, Boards 9.4t Boards,
Steel 9.8t Steel
Electro components 1.3t Electro components

35 4 3.0 MWh 50 kW Access 1x road access
L/U 1
[2]
Tram depot 8x
Workdays 1818 Workdays, Concrete 71t Concrete,

Gravel 54t Gravel, Asphalt 42t Asphalt,
Bricks 67t Bricks, Boards 22t Boards,
Steel 15t Steel
Electro components 1.5t Electro components

35 8 3.0 MWh 50 kW Access 1x road access
L/U 1

End stations related to road

Main article: End station

Read the main article to learn how to use end stations.

Name Cost Lifespan Storage Parking spots Energy Wattage Structure Notes

Bus end station (small)
Workdays 35 Workdays, Concrete 0.072t Concrete,

Gravel 0.55t Gravel, Asphalt 0.44t Asphalt,
Bricks 2.1t Bricks, Boards 0.17t Boards
Steel 0.26t Steel

28 Fuel 35t Fuel 3 3.0 MWh 50 kW Access 1x road access
L/U 1

Bus end station (large)
Workdays 101 Workdays, Concrete 3.3t Concrete,

Gravel 2.6t Gravel, Asphalt 2.1t Asphalt,
Steel 5.4t Steel

28 Fuel 45t Fuel 7 3.0 MWh 50 kW Access 1x road access
L/U 1

Trolleybus end station
Workdays 146 Workdays, Concrete 1.1t Concrete,

Gravel 0.83t Gravel, Asphalt 0.66t Asphalt,
Steel 5.5t Steel, Electro components 0.85t Electro components

28 None 7 3.0 MWh 50 kW Access 1x road access
L/U 1
[3]
Bus end station (small)
Workdays 281 Workdays, Concrete 22t Concrete,

Gravel 17t Gravel, Asphalt 13t Asphalt,
Bricks 1.8t Bricks, Boards 0.59t Boards
Steel 0.22t Steel

28 Fuel 35t Fuel 2 3.0 MWh 50 kW Access 2x road access
1x footpath access
L/U 1
[3]
Bus end station (large)
Workdays 375 Workdays, Concrete 30t Concrete,

Gravel 23t Gravel, Asphalt 18t Asphalt,
Bricks 1.8t Bricks, Boards 0.59t Boards
Steel 0.22t Steel

28 Fuel 45t Fuel 4 3.0 MWh 50 kW Access 2x road access
1x footpath access
L/U 1
[2]
Tram endstation
Workdays 491 Workdays, Concrete 17t Concrete,

Gravel 13t Gravel, Asphalt 11t Asphalt,
Steel 10.0t Steel
Electro components 2.1t Electro components

28 None 6 3.0 MWh 50 kW Access 1x road access
L/U 1


For passengers

Buildings for buses, trolleys, and trams[2] that handle passenger traffic.

Background

A bus platform is the point where a bus route starts or ends, where vehicles stop, turn or reverse, and wait before departing on their return journeys. It’s also where passengers board and alight from vehicles.

A bus, trolley, or tram stop is a place designated for a bus, trolleybus, or tram to stop so passengers can board or alight from it.

Gameplay

These buildings can be placed in the world connected to roads for buses, trolleybuses, or trams. At these buildings citizens can take the bus, trolleybus or tram to their destination or vice versa leave the bus, trolleybus or tram to go to work on foot or continue their journey by using a metro or train. Connect buildings with roads and footpaths so that citizens can reach a platform or stop.

Parking

Main article: Parking

Refuelling

Buildings used for refuelling or providing power to road vehicles. Vehicles without any source of energy are unable to move or function properly if the "building + vehicles" game setting is active.

Maintenance

Name Cost Lifespan Storage Parking spots Energy Wattage Structure Notes

Technical services
Workdays 1384 Workdays, Concrete 32t Concrete,

Gravel 24t Gravel, Asphalt 19t Asphalt
Bricks 67t Bricks, Boards 22t Boards
Steel 25t Steel

28 Fuel 30t Fuel 8 3.0 MWh 50 kW Access 1x road access
Building available only when Water management and/or seasons is enabled in game settings.
L/U 2
[2]
Technical office
Free 3 0 MWh 0 kW Access 1x road access
Only a limited number of five free technical offices can be built.
L/U 3

Technical services[4]
Workdays 2125 Workdays, Concrete 96t Concrete,

Gravel 74t Gravel, Asphalt 59t Asphalt
Bricks 67t Bricks, Boards 22t Boards
Steel 25t Steel

28 Fuel 30t Fuel 15 3.0 MWh 50 kW Access 1x road access
Building available only when Water management and/or seasons is enabled in game settings.
L/U 2

Technical services[4]
Workdays 787 Workdays, Concrete 23t Concrete,

Gravel 18t Gravel, Asphalt 14t Asphalt
Bricks 32t Bricks, Boards 10t Boards
Steel 13t Steel

28 Fuel 30t Fuel 4 3.0 MWh 50 kW Access 1x road access
Building available only when Water management and/or seasons is enabled in game settings.
L/U 2

References

  1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 Walking speed updated to Workers & Resources: Soviet Republic patch 0.8.9
  2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 Available from Workers & Resources: Soviet Republic patch 0.8.8
  3. ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 Available from Workers & Resources: Soviet Republic patch 0.8.9
  4. ↑ 4.0 4.1 4.2 Available from Workers & Resources: Soviet Republic patch 0.9.0