Roads
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, Bricks, Prefab panels, Concrete or 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
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
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, Gravel Usage depends on length. |
60 km/h | 62%[1] | 60 km/h | 21 km/h | ||
Asphalt |
Workdays, Gravel, Asphalt, |
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, Gravel, Asphalt, Steel, |
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) | |
Panel |
Workdays, Gravel, Prefab panels |
80 km/h | 79%[1] | 80 km/h | 28 km/h | ||
Trolleybus |
Workdays, Gravel, Steel, Prefab panels, |
110 km/h | 87%[1] | 110 km/h | 38 km/h | ||
One lane road |
Workdays, Gravel, Asphalt |
110 km/h | 83% | 110 km/h | 38 km/h | ||
Road with tramtrack |
Workdays, Gravel, Asphalt, Steel, |
80 km/h | 87 %[1] | 80 km/h | 28 km/h | ||
Tram track (no access for pedestrians and cars) |
Workdays, Gravel, Prefab panels, Steel, |
||||||
Tram railroad connection |
Workdays, Concrete, Gravel, Asphalt, |
6 m |
Bridges and tunnels
| Type | Cost | Max. speed | Walking speed | Pillar distance | Notes |
|---|---|---|---|---|---|
Steel/Brick |
Workdays, Steel, Asphalt |
100 km/h | 62%[1] | 27 m | |
Wooden |
Workdays, Boards
|
30 km/h | 62%[1] | 16 m | |
Prefab |
Workdays, Prefab panels, Asphalt |
100 km/h | 62%[1] | 20 m | |
Concrete |
Workdays, Concrete, Asphalt |
100 km/h | 62%[1] | 24 m | |
Brick |
Workdays, Bricks, |
70 km/h | 62%[1] | 14 m | |
Arch |
Workdays, Steel, Asphalt |
100 km/h | 62%[1] | 42 m | |
Truss |
Workdays, Steel, Asphalt |
100 km/h | 62%[1] | 37 m | |
Tied arch |
Workdays, Steel, Asphalt |
100 km/h | 62%[1] | 57 m | |
Beam |
Workdays, Concrete, Asphalt |
100 km/h | 62%[1] | 77m | |
Steel/brick with trolleys |
Workdays, Steel, Asphalt, Gravel, |
100 km/h | 62%[1] | 27 m | |
Prefab with trolleys |
Workdays, Prefab panels, Asphalt, Gravel, |
100 km/h | 62%[1] | 20 m | |
Concrete with trolleys |
Workdays, Concrete, Asphalt, Gravel, |
100 km/h | 62%[1] | 24 m | |
Brick with trolleys |
Workdays, Bricks, Concrete, Asphalt, |
70 km/h | 62%[1] | 14 m | |
Arch with trolleys |
Workdays, Steel, Asphalt, Gravel, |
100 km/h | 62%[1] | 42 m | |
Beam with trolleys |
Workdays, Concrete, Asphalt, Gravel, |
100 km/h | 62%[1] | 20 m | |
Prefab with tram track |
Workdays, Prefab panels, Asphalt, Gravel, |
100 km/h | 62%[1] | 20 m | |
Concrete with tram track |
Workdays, Concrete, Asphalt, Gravel, |
100 km/h | 62%[1] | 24 m | |
Brick with tram track |
Workdays, Bricks, Concrete, Asphalt, |
70 km/h | 62%[1] | 14 m | |
Arch with tram track |
Workdays, Steel, Asphalt, Gravel, |
100 km/h | 62%[1] | 42 m | |
Beam with tram track |
Workdays, Concrete, Asphalt, Gravel, |
100 km/h | 62%[1] | 77 m | |
Road tunnel |
Workdays, Steel, Concrete, Boards, |
100 km/h | 54%[1] | ||
Road tunnel with tram track |
Workdays, Steel, Concrete, Boards, |
100 km/h | 54%[1] |
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.
Road vehicles 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 |
460 Workdays, 10t Concrete, 7.8t Gravel, 6.2t Asphalt, |
35 | 8 | 3.0 MWh | 50 kW | Access | 2x road access |
|
| L/U | 2 | |||||||
Road vehicles depot[4] |
1030 Workdays, 59t Concrete, 45t Gravel, 36t Asphalt, |
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 |
481 Workdays, 10t Concrete, 7.8t Gravel, 6.3t Asphalt, |
35 | 8 | 3.0 MWh | 50 kW | Access | 2x road access |
|
| L/U | 2 | |||||||
Tram depot 4x |
921 Workdays, 35t Concrete, 27t Gravel, 21t Asphalt, |
35 | 4 | 3.0 MWh | 50 kW | Access | 1x road access |
|
| L/U | 1 | |||||||
Tram depot 8x |
1818 Workdays, 71t Concrete, 54t Gravel, 42t Asphalt, |
35 | 8 | 3.0 MWh | 50 kW | Access | 1x road access |
|
| L/U | 1 | |||||||
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) |
35 Workdays, 0.072t Concrete, 0.55t Gravel, 0.44t Asphalt, |
28 | 35t Fuel | 3 | 3.0 MWh | 50 kW | Access | 1x road access |
|
| L/U | 1 | ||||||||
Bus end station (large) |
101 Workdays, 3.3t Concrete, |
28 | 45t Fuel | 7 | 3.0 MWh | 50 kW | Access | 1x road access |
|
| L/U | 1 | ||||||||
Trolleybus end station |
146 Workdays, 1.1t Concrete, 0.83t Gravel, 0.66t Asphalt, |
28 | None | 7 | 3.0 MWh | 50 kW | Access | 1x road access |
|
| L/U | 1 | ||||||||
Bus end station (small) |
281 Workdays, 22t Concrete, 17t Gravel, 13t Asphalt, |
28 | 35t Fuel | 2 | 3.0 MWh | 50 kW | Access | 2x road access 1x footpath access |
|
| L/U | 1 | ||||||||
Bus end station (large) |
375 Workdays, 30t Concrete, 23t Gravel, 18t Asphalt, |
28 | 45t Fuel | 4 | 3.0 MWh | 50 kW | Access | 2x road access 1x footpath access |
|
| L/U | 1 | ||||||||
Tram endstation |
491 Workdays, 17t Concrete, 13t Gravel, 11t Asphalt, |
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.
| Name | Cost | Lifespan | Passenger capacity | Energy | Wattage | Structure | Notes | |
|---|---|---|---|---|---|---|---|---|
Bus stop |
20 Workdays, 1.0t Concrete, |
28 | 600 | 3.0 MWh | 50 kW | Access | 2x road access 4x footpath access |
|
| L/U | 2 | |||||||
Trolleybus stop |
46 Workdays, 1.0 Concrete, 0.79t Gravel, 0.64t Asphalt |
28 | 200 | 3.0 MWh | 50 kW | Access | 2x road access 4x footpath access |
|
| L/U | 2 | |||||||
Bus stop |
Free | 100 | 0 MWh | 0 kW | Access | 2x road access 4x footpath access |
Only a limited number of 15 free bus stops can be built. | |
| L/U | 2 | |||||||
Tram stop (large) |
172 Workdays, 13t Concrete, 10t Gravel, 8.1t Asphalt |
28 | 250 | 3.0 MWh | 50 kW | Access | 2x road access footpath access |
|
| L/U | 2 | |||||||
Tram stop (small) |
119 Workdays, 6.6t Concrete, 5.1t Gravel, 4.1t Asphalt |
28 | 150 | 3.0 MWh | 50 kW | Access | 2x road access footpath access |
|
| L/U | 2 | |||||||
Bus platform |
283 Workdays, 20t Concrete, |
28 | 500 | 3.0 MWh | 50 kW | Access | 1x road access 6x footpath access |
|
| L/U | 2 | |||||||
Bus platform small |
113 Workdays, 9.7t Concrete, |
28 | 230 | 3.0 MWh | 50 kW | Access | 2x road access 2x footpath access |
|
| L/U | None | |||||||
Bus platform |
58 Workdays, 4.0t Concrete, |
28 | 400 | 3.0 MWh | 50 kW | Access | 2x road access 4x footpath access |
|
| L/U | 2 | |||||||
Bus platform |
195 Workdays, 15t Concrete, |
28 | 600 | 3.0 MWh | 50 kW | Access | 2x road access 5x footpath access |
|
| L/U | 3 | |||||||
Bus platform |
195 Workdays, 15t Concrete, |
28 | 800 | 3.0 MWh | 50 kW | Access | 2x road access 6x footpath access |
|
| L/U | 4 | |||||||
Bus platform |
928 Workdays, 28t Concrete, |
28 | 2000 | 3.0 MWh | 50 kW | Access | 1x road access 8x footpath access |
|
| L/U | 6 | |||||||
Parking
Refuelling
Split (reason: More information about its mechanics and how it works should be added.)
Article suggested to be split into independent articles as outlined above.
|
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.
| Name | Cost | Lifespan | Storage | Energy | Wattage | Structure | Notes | |
|---|---|---|---|---|---|---|---|---|
Gas station |
127 Workdays, 6.3t Concrete, |
28 | 70t Fuel | 3.0 MWh | 50 kW | Access | 1x road access |
|
| L/U | 4 | |||||||
Gas station |
Free | 20t Fuel | 0 MWh | 0 kW | Access | 1x road access |
Only a limited number of 12 free gas stations can be built. | |
| L/U | 1 | |||||||
Gas station (One way) |
127 Workdays, 6.3t Concrete, |
28 | 70t Fuel | 3.0 MWh | 50 kW | Access | 2x road access |
|
| L/U | 4 | |||||||
Gas station |
98 Workdays, 4.0t Concrete, |
28 | 30t Fuel | 3.0 MWh | 50 kW | Access | 1x road access |
|
| L/U | 2 | |||||||
Gas station |
154 Workdays, 6.2t Concrete, |
28 | 60t Fuel | 3.0 MWh | 50 kW | Access | 1x road access |
|
| L/U | 4 | |||||||
Gas station (One way) |
98 Workdays, 4.0t Concrete, |
28 | 30t Fuel | 3.0 MWh | 50 kW | Access | 2x road access |
|
| L/U | 2 | |||||||
Gas station (One way) |
154 Workdays, 6.2t Concrete, |
28 | 60t Fuel | 3.0 MWh | 50 kW | Access | 2x road access |
|
| L/U | 4 | |||||||
Trolleybus trafo |
49 Workdays, 1.9t Concrete, 1.5t Gravel, 1.2t Asphalt |
28 | 0 MWh | 0 kW | Access | 2x road access 2x Medium voltage wire connections |
||
| L/U | None | |||||||
Tram trafo |
49 Workdays, 1.9t Concrete, 1.5t Gravel, 1.2t Asphalt |
28 | 0 MWh | 0 kW | Access | 2x road access 2x Medium voltage wire connections |
||
| L/U | None | |||||||
Maintenance
| Name | Cost | Lifespan | Storage | Parking spots | Energy | Wattage | Structure | Notes | |
|---|---|---|---|---|---|---|---|---|---|
Technical services |
1384 Workdays, 32t Concrete, |
28 | 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 | ||||||||
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] |
2125 Workdays, 96t Concrete, |
28 | 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] |
787 Workdays, 23t Concrete, |
28 | 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
- ↑ 1.00 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
- ↑ 2.00 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
- ↑ 3.00 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
- ↑ 4.0 4.1 4.2 Available from Workers & Resources: Soviet Republic patch 0.9.0


