recursal/Fanatic-Fandom huggingface dataset:
Content update 6

Airplanes and airport

###

Official website
Steam

**Update #6** is a content update released in december 22nd, 2020.

## Content

The content update informs about the recent developments of the game, with the release of patch 0.8.3.

## Transcript

This update of Workers & Resources: Soviet Republic introduces airplanes, including the airport design and implementation

Operate the airplanes and build the aluminium industry chain so you can construct airplanes. Go through all the process, from the extraction of bauxite to the treatment of aluminium oxide, before obtaining the finished aluminium.

Moreover, this upgrade of Workers & Resources: Soviet Republic also contains the introduction of tourism as a new profitable business. Bring foreign tourists to your country, build amusement parks or other attractions and create new ways of earning additional income.

The update also features a great improvement in the models of the citizens and all the SFX have been implemented and revised by the slovak sound studio Grand Beats. Last, the first version of the building editor has been completed.

**Main features**

\* airplanes

\* tourism

\* new SFX (UI, vehicles, buildings, ambient sfx) still WIP

\* building editor first version

\* better accessible terrain editor, without requirement to create workshop item

\* new citizens models

\* global events (still WIP)

\* performance optimizations for DX11.1

\* three new tutorials

\* cloud saves

\* added mixed signals.. half normal half chain

\* new camera controls LALT to rotate and X/C

\* new roman trucks

\* sirens SFX

\* texts on mini map

\* increased railway length for train production line

\* workshop support for building skins

## References

1. ↑ Steam release notes for *New version 0.8.3.16*
2. ↑ Update #6 in *Workers & Resources: Soviet Republic's* official website
Content update 5

Seasons, ships and harbors, long trains

###

Official website
Steam

**Update #5** is a content update released in august 19th, 2020.

## Content

The content update informs about the recent developments of the game, with the release of patch 0.8.2.

## Transcript

In this update of Workers & Resources: Soviet Republic we are introducing seasons. Now after summer, the weather will start becoming colder and you will need to be prepared for winter. During the winter everything will become covered with snow and you will need to plow the roads as well as set up a central heating network to keep your citizens from freezing.

Moreover, this update also focuses on finalizing ships; many new types of ships and harbors were added. Another interesting new feature is the possibility to pack goods into containers to speed up the loading and unloading of ships

Summary of new features

\* Seasons

\* Central heating system

\* New types of ships and harbors

\* Shipping containers support

\* Long trains support

You can find more info in the STEAM announcement

## References

1. ↑ Steam release notes for *New version 0.8.2.22*
2. ↑ Update #5 in *Workers & Resources: Soviet Republic's* official website
Western Bloc

Major power

The Western Bloc is one of the two trading partners in the game, representing capitalist nations such as the United States. The bloc can be traded with at customs houses along the border with blue stars. The Western bloc uses the United States Dollar (USD) as currency.

As the player's republic is socialist, the variety of vehicles available for purchase from the Western Bloc are much more limited than with the Soviet Bloc.
Download content pack 1

## Other versions

“3Division has also released a special DLC pack for Workers & Resources: Soviet Republic and will donate all revenue from sales to the Ukraine Red Cross to help those affected by the war in Ukraine. Many of the building and vehicle models were made by the community and given to 3Division to be included in the DLC for free. Content includes 10 new buildings including the Zaporizhzhia Nuclear Power Plant. Kyiv Independence Monument and the Lviv Dynamo sports complex and 5 new vehicles including the An70 cargo plane and the ZAZ Lanos car (personal and police issue).”— Official Help for Ukraine DLC description in content update 10.

“All of 3DIVISION's revenue from selling this DLC will be donated to help the victims of the Ukraine war - we will be donating to the Ukrainian Red Cross.”

**Help for Ukraine**, is the first download content pack for Workers & Resources: Soviet Republic. This content requires the base game Workers & Resources: Soviet Republic in order to play. This download content was announced at march 6th, 2022.

Revenue update #1:

Sold 2500 copies with a donation of €10.000,=.

Revenue update #2.:

Sold 3903 copies sold in may 2022, with a net profit of €18.535,36, rounded to €20.000,= by 3Division.

Sold 1672 copies sold in june 2022, with a net profit of €7.590,59, rounded to €20.000,= by 3Division.

## Content:

### Buildings:

* Zaporizhzhia Nuclear Power Plant
* Okean supermarket
* Concert Hall "Ukraina"
* Dance Hall "Romantyk"
* Lviv State Circus
* Kyiv Independence Monument
* Hotel Ukraine
* Taras Shevchenko monument located in Lviv
* Apartments of Heroiv Avenue located in Dnipro
* Sports complex "Dynamo" located in Lviv

### Vehicles:

* An70 (cargo airplane)
* K-1 (tram)
* Projekt 1430 (passenger ship)
* ZAZ Lanos (personal and police car)
* Z1102 (personal and police car)

### Contributors:

Big thanks to all community authors who supports this DLC and contributed on the content.

* Vikom
* Wild Bunny
* Oleksandr Polonskyi
* Natronlauge
* Rodrigo Zamorano Fenoy (Rod.Zam)
* Pyro (Rob P)
* Akira43
* morcup
* and others...

## Note:

* Authors of this game are against any war. We never wanted to present our political view, we are tolerant to any political opinions. But when bombs start to exploding any politic is over. We are strictly against the Russian invasion to Ukraine.

## Gallery

1. ↑ Announcement *Workers & Resources: Soviet Republic's* Ukrainian DLC
2. ↑ Revenue update #1 related to DLC pack 1 'Help for Ukrainian
3. ↑ Revenue update #2 related to DLC pack 1 *Help for Ukrainian*
4. ↑ 4.0 4.1 \*net profit is selling price without Valve share and VAT tax (where applicable). Note that selling price is different country to country.
Content update 7

Helicopters and undergrounds

###

Official website
Steam

**Update #7** is a content update released in may 25th, 2021.

## Content

The content update informs about the recent developments of the game, with the release of patch 0.8.4.

## Transcript

The new update of Workers & Resources: Soviet Republic introduces helicopters that work with construction offices, hospitals and fire stations. Operate the helicopters to help extinguish fires even without workers, serve as transportation at hospitals, and assist with construction at unreachable construction sites.

In addition, the new upgrade now supports underground infrastructure using a special mode that allows you see what happens underground.

Another update that was added was the rain and the dynamic sun when starting a new game or changing the settings for an existing game. This offers a different ambiance allowing you to see Your Republics in a different light and weather.

**New Features in Content Update #7**

\* Helicopters (works also with construction offices, hospitals or fire stations)

\* Underground mode (you can see what is under the ground with special mode)

\* Underground pipelines

\* Pedestrian underpasses and overpasses

\* Rain and dynamic sun

\* Wind and solar power plants

\* Curved bridges and many other small improvements

## References

1. ↑ Steam release notes for *New version 0.8.4.17*
2. ↑ Update #7 in *Workers & Resources: Soviet Republic's* official website
Harbor

## Background

Harbors, also known as ports or harbours, are essential maritime infrastructures that provide safe havens for ships and facilitate the efficient movement of goods and passengers. These bustling hubs of activity serve as gateways to the world, connecting coastal communities and facilitating international trade. Harbors are typically located along coastlines, estuaries, or rivers, and offer sheltered areas for vessels to anchor and berth. They often feature docks, piers, and wharves for loading and unloading cargo, as well as facilities for ship repairs and maintenance. Harbors play a vital role in global commerce, tourism, and transportation, contributing to economic growth and cultural exchange.

## Gameplay

There are several ways how the player can import and export resources or send citizens over the border or welcome visitors to the players republic in *Workers & Resources: Soviet Republic*. Apart from road and airways, the player can also use water ways. The player needs to place buildings at the waterfront and connect them to the road network. There are different kind of buildings for transporting passengers and cargo.

Apart from these building also Ship docks are available. From these ship docks, the player can buy different kind of ships.

### General

For transporting passengers the player needs to build a Passenger harbor and provide transportation to the citizens so they can reach the Passenger harbor. The same applies for resources except the player needs to build different kind of buildings for transporting the different kind of resources:

* Cargo harbor, for boxed goods
* Pumping harbor, for liquids
* Harbor aggregate loading/unloading, for aggregates
* Harbor for containers and vehicles, for containers and vehicles

Ships can be bought at the Ship dock and the player should pay attention to the length of ships. The length of a ship determines if a ship can use a specific harbor, because the harbors have a limited length for ships. Information about the maximum length is described in the build menu when selecting a harbor building and information about ship length is displayed when buying a ship from the Ship dock.

Ships can be refueled at harbors when they are being loaded/unloaded.

#### Buoy

The player can place Buoys, as waypoints, in the water and add these to the line the player is creating. Buoys can be used if the routes are busy and the player wants to avoid collisions between ships.

## Notes

* Ships are large-capacity but slow means of transporting passengers or cargo.
* Keep in mind that bigger ships cannot fit in small harbors.

## Structures related to ships

### General

 39 Steel
 Ship dock (medium)
 100t Gravel,  80t Asphalt,
 74t Steel
Iron mine

This article has been deemed to require a review of it's content.

**Iron mine** is a building in *Workers & Resources: Soviet Republic*.

## Background

**Iron mining** is the process of extracting iron ore from the ground. Iron ores are rocks and minerals from which metallic iron can be economically extracted. The ores are usually rich in iron oxides and vary in color from dark grey, bright yellow, or deep purple to rusty red. Iron ore can be fed directly into iron-making blast furnaces in a iron ore processing plant.

## Gameplay

Iron mine is the building used to produce iron ore. As with other mines, the iron mine must be placed over a iron deposit to produceiron ore. Iron mines must be staffed by workers and powered by electricity to function. Iron ore can be transported from the mine by dumper trucks, conveyors or aggregate storage cableways.
Iron mine is used for getting iron ore which can be further processed in iron ore processing plant into iron.

### Production

Iron ore is mined underground by workers. It can have a maximum daily production of **1000t** per iron mine.

### Storage

Iron ore may be stored in both small and large aggregate storage buildings.

### Transportation

Iron ore can be transported by using dumper trucks or by trains using hopper cargo wagons.

### Placement

While in construction placing mode with a iron mine, dots in a circle will appear around the building. These dots represent iron deposit under the buildig. Read dots represent that there are no deposits bellow the building, yellow dots represent some deposits while green represent big resources bellow. The more green dots, the more efficiency the building will have. Mines placed in areas with no resources and with no efficiency, will not produce any iron.

## Gallery

Note: The images below are for exemplary purposes and are derived from the example of placing a coal mine, because it works exactly in the same way for placing a iron mine.

Without underground coal depositsWith undergroundcoal deposits
1. ↑ The maximum production per worker is 4.0t per worker. The iron mine can have a maximum of 250 workers per day. This leaves the equasion in: 4.0t max per worker x 250 max workers = 1000t per day
Report for the community 81

Maps for campaigns

###

Official website
Steam

**Report for the community #81** is a report for the community released in august 20th, 2023.

## Content

The report informs about the development of the game. It's main focus is the in-game campaigns maps and difficulty levels.

## Transcript

Greetings dear comrades of the Soviet Republic, and all the fans of our game. In our last report, we discussed some ideas for potential scenarios for our game. We are still working on the basics, developing the structure for the basic campaign. But we also mentioned that there will be higher difficulty levels.

For the medium-level campaign, we plan to introduce a new prebuilt and prepopulated map. But this map will not be as simple as the existing maps in the game.

With the currently existing maps, you get some towns and road infrastructure. But this new map will offer infrastructure on a different level. There will be not only ready-to-use roads but also ready-to-use railroads. Additionally, there will not just be existing towns but also some existing facilities. This will let players skip the building of basic infrastructure. They can buy vehicles early on and focus on the tasks the campaign sets for them.

Compared to the basic campaign's empty map, this new one offers a distinct experience. There will be towns with lots of details, showing the creativity of the people who built them. There is also a backstory to add flavour to the campaign. It is about a young country that was driven by greed and capitalism in the past. Most of the money back then went into infrastructure, not into caring for citizens. But in the recent elections, the Communist Party took over and now aims to fulfil its promises.

This map was created by two talented members of our community: Moasl and Jnx. They took their time to include a lot of details.

And that is all for today. We know many other great maps are out there, created by our community. We chose this one as inspiration for those who have the time and dedication to make similar masterpieces. Whether you are playing the game or creating content, remember to have fun. And do not forget to enjoy life, stay safe, and stay tuned for the next report.

Thank you for your support,

3Divison Team

## References

1. ↑ *Report for the community #81* in Workers & Resources: Soviet Republic's official website
2. ↑ Steam *Report for the Community #81*
Modding Question and answers

## Advanced Texturing

### Q: Object that I want to texture is bigger in one dimension (longer, wider, thicker) than in other dimensions. How do I texture it properly without the unwanted scaling and distortion?

A: You can split the UV mesh into smaller pieces and put it on top of each other. Check the image below.

### Q: I used an alpha texture on my vehicle, but instead of being transparent, it becomes a black space. What’s this?

A: The game automatically replaces alpha textures in vehicles with a window texture, which shines at night. There is a way to make alpha textures for vehicles, but it’s hard.
Come join us at the modder’s discord and we’ll explain it to you.
MZ 104

###

5801 ₽

## Characteristics

MZ 104 is a road vehicle that can be used to transport workers.

The MZ 104 is modeled after MAZ 103.

## Trivia

* In the game it's shown that MZ 104 is produced between 1996 - 2003. While the MAZ 103 is available for purchase between 1996 - 2007.
* MAZ is a name for a company in Belarus that mostly make up in Bus and coach production in the country. First exploring the bus production in 1993 with model MAZ 103 (first marketed in 1996).
Coal mine

This article has been deemed to require a review of it's content.

**Coal mine** is a building in *Workers & Resources: Soviet Republic*.

## Background

**Coal mining** is the process of extracting coal from the ground. Coal is valued for its energy content and since the 1880s has been widely used to generate electricity. Steel and cement industries use coal as a fuel for extraction of iron from iron ore and for cement production.

## Gameplay

Coal Mine is the building used to produce coal ore. As with other mines, the coal mine must be placed over a coal deposit to produce coal ore. Coal mines must be staffed by workers and powered by electricity to function. Coal ore can be transported from the mine by dumper trucks, conveyors or aggregate storage cableways.
Coal mine is used for getting coal ore which can be further processed in coal ore processing plant into coal.

### Production

Coal ore is mined underground by workers. It can have a maximum daily production of **1050 t** per coal mine.

### Storage

Coal ore may be stored in both small and large aggregate storage buildings.

### Transportation

Coal ore can be transported by using dumper trucks or by trains using hopper cargo wagons.

### Construction

This article is too short to provide more than rudimentary information about the subject. You can help us by expanding it.

### Placement

While in construction placing mode with a coal mine, dots in a circle will appear around the building. These dots represent coal deposit under the building. Red dots represent that there are no deposits below the building, yellow dots represent some deposits while green represent big resources bellow. The more green dots, the more efficiency the building will have. Mines placed in areas with no resources and with no efficiency, will not produce any coal.

## Gallery

Without underground coal depositsWith underground coal deposits
1. ↑ The maximum production per worker is 4.2 t per worker. The coal mine can have a maximum of 250 workers per day. This leaves the equation in: 4.2 t max per worker x 250 max workers = 1050 t per day
Trabi 601 Combi

###

Varies

## Characteristics

The Trabi 601 Combi is a variant of the Trabi 601, as such it has the exact same stats and only really is there for variation in cars.

The Trabi 601 is exactly the same as the Trabi 601 in Speed, Carrying Capacity and Engine power, however is ever so slightly more expensive. This extra expense is due to the tiny amount of extra steel needed to make the car. Therefore as with the Trabi 601 it is a car that is useful for the early stages of the game before other cars are 'discovered' and allow people to travel, but is not good for exporting.

The Trabi 601 Combi is based on the real life Trabant 601 Universal that has a larger body and in the west would be referred to as an estate car.

The Combi is great for early nations to give their citizens a little bit of freedom from the perils of player run public transport.
Report for the community 65

Preparation for DLCs.

###

Official website
Steam

**Report for the community #65** is a report for the community released in january 6th, 2023.

## Content

The report informs about the preparations for DLCs.

## Transcript

Greetings dear comrades of the Soviet Republic. We want to wish you lot of happiness, fun and success in New Year in the beginning of this report which will be a bit shorter but still we can show you something new with great potential even though it will not change the gameplay that much. As we are closer and closer to full release, we are making some preparations for additional content in form of DLCs for those who love the game.

Technically it would be a deluxe version of the game, which would not change the way how you play even it may offer slightly different gameplay in ways of overall planning but you will be able to fully enjoy the game even without buying additional DLCs. Our idea is to add 3 new environments for maps. Each environment will bring some new building types and vegetation and it will have a little impact on how you will play the game in that environment.

First environment we want to introduce is Desert Environment which should represent Middle East and North Africa. You will be able to try to establish a Soviet Republic in this environment but there will be a twist regarding farming as you will not be able to have fields everywhere only in areas with suitable humidity for example. Other challenge for this map may be lack of wood.

Other environments we can introduce in upcoming report will be Asia and Siberia. We hope you like the idea even it is mostly graphical content but still it opens new possibilities for diverse gameplay without need of having all the DLCs to enjoy the game and gives good value for those who want something extra.. More details will be revealed in future as the developments goes. Until then enjoy life and stay tuned for the next report.

Thank You for Your Support

3Divison Team

## References

1. ↑ *Report for the community #65* in Workers & Resources: Soviet Republic's official website
2. ↑ Steam *Report for the Community #65*
U377

This article has been deemed to require a review of it's content.

This article is missing an image. You can help us by uploading it.

The **U377** is a truck type in *Workers & Resources: Soviet Republic*.

## Characteristics

The U377 is a general purpose 7t 6 wheeled truck model, produced by the Soviet Union. It is utilized in multiple roles as it's reliable vehicle. Its overall low speed and low cargo capacity are big setbacks to these vehicles, being usually quite low even compared to other vehicles available in the 60's. Coincidentally, their low velocity has no real impact work in dirt and gravel roads, as their maximum speed is 60 km/h, the max speed at gravel roads, indicating that the vehicle may be designed with rural area applications in mind.

It's military looking shape and green drab colors are may not a be coincidence, as the USSR was known to utilize adapt some of its military models to work with the civilian market. This makes the U377 possibly the a civilian version of a military truck such as it's real life counterpart.

## Variants

### Acquisition

They are produced in the Soviet Union and are purchased using rubles. It also can be produced at a vehicle production line facility.

## Notes

* The U377 is modeled after Ural 377, a civilian model of Ural-375, that served Soviet military needs, from 1979 until being replaced by Ural-4320. These trucks were produced by Ural Automotive Plant located in Miass, Chelyabinsk Oblast.
* The U377 crane variant cannot transport cargo of any sort, its instead used as a construction site mechanism.
* The U377 logger is the most productive and cost-effective mechanism that can be used in woodcutting post.
* The U377 logger is the fastest variation of these vehicles, having a 65 km/h speed instead of a 60 km/h. Its speed was likely boosted due to its work type.

## Bugs

* The U377 logger was capable to work as an open hull vehicle, being able to carry bricks, prefab panels and steel. This feature was removed with update X**[verification required]**

## Gallery

U377 cistern variantU377 crane variantU377 dumper variant, loaded with quarried stoneU377 logger variant, loaded with woodU377 open hull variant, loaded with prefab panelsU377 cistern side previewU377 covered side previewU377 crane side previewU377 dumper side previewU377 logger side previewU377 open hull side preview
Country

Political state, nation, or controlled territory. It is often referred to as the land of an individual's birth, residence, or citizenship. A country may be an independent sovereign state or part of a larger state,as a non-sovereign or formerly sovereign political division, a physical territory with a government, or a geographic region associated with sets of previously independent or differently associated people with distinct political characteristics. It is not inherently sovereign.

### Countries and Sides Mentioned

In the game, the following sides and countries appear indirectly, when importing some resources such as vehicles:

#### Soviet Bloc

* Bulgaria
* Czechoslovakia
* East Germany
* Hungary
* North Korea
* Poland
* Romania
* USSR/ Soviet Union
	+ Belarusian SSR
	+ Estonian SSR
	+ Latvian SSR
	+ Lithuanian SSR
	+ Ukrainian SSR
* Yugoslavia

#### Western Bloc

* France
* West Germany
* Italy
* Japan
* South Korea
* United Kingdom
* USA/ United States

#### Other/ Modern Countries

Countries that fit in neither category or only exist in the modern-day.

* Albania
* Belarus
* Bosnia and Herzegovina
* Croatia
* Czechia
* Germany
* Russia
* Serbia
* Slovakia
* Spain
* Sweden
* Ukraine

## References

1. ↑ 1.0 1.1 Both names used interchangeably
2. ↑ Also includes countries that have only so-far only been added to translation/ the code. (Source: German Translator)
Report for the community 86

Košice Game Days, vehicle fleet, pathfinding

###

Official website
Steam

**Report for the community #86** is a report for the community released in november 6th, 2023.

## Content

The report informs about the development of the game. It's main focus is about Košice Game Days, vehicle fleet expanded, fixed pathfinding one-lane road.

## Transcript

Greetings, dear Comrades of the Soviet Republic and all the fans of our game. Last week, our usual dispatch was postponed due to an exciting venture. We ventured to Košice for the Game Days event, immersing ourselves among fellow game developers. Our absence was felt, but rest assured, the time was well spent, and we communicated our attendance through .

With the Game Days behind us, we dove back into our development efforts, tirelessly forging ahead with campaigns and other features. A noteworthy milestone was achieved only a few days ago—we released the first two campaigns for internal testing.

However, the heart of this report lies in the modest additions and tweaks we've integrated recently. Our vehicle fleet has expanded, welcoming two western road cranes and a hefty dumper. Take a glimpse of these mechanical beasts in the accompanying images.

Our attention was then captured by an issue reported by bballjo, who . He observed vehicles engaging in maneuvers that were less than ideal on one-lane roads. Thanks to his detailed feedback, we pinpointed the problem: vehicles did not factor in the entry direction into junctions, much like they would on a railroad. We've recalibrated the pathfinding algorithm, and now it should direct traffic more sensibly.

Another longstanding anomaly caught our eye—the gravel bed beneath the rails. A visual quirk, present since our game's inception, caused incorrect lighting.. We've peeled back this layer of invisibility, ensuring the gravel now basks in the limelight it deserves.

Last weekend wasn't all work; Game Days also provided a rare opportunity for our team to bond. We set up shop with a kiosk, showcasing our game, but the highlight was the personal time spent together, alongside a few members of our inner circle who could join us. If you missed this occasion, we encourage you to mark Game Days 2024 in your calendars. It's not just about us; Košice has much more to offer for the curious explorer.

That concludes our update for this week. While there aren't any groundbreaking announcements, it gives us space to refine and polish, inching closer to a full-fledged release. Yet, the journey ahead is sprinkled with challenges, and we count on your patience and support.

In the meantime, remember to live your life to the fullest. Enjoy gaming, stay safe, and keep an eye peeled for our next report.

Thank you for your unwavering support,

3Divison Team

## References

1. ↑ *Report for the community #86* in Workers & Resources: Soviet Republic's official website
2. ↑ Steam *Report for the Community #86*
3. ↑ our Facebook page
4. ↑ meticulously tested different road junctions in a video
Technical University

Article suggested to be merged with Education simulation as outlined above.

The Technical University provides higher education to your workers, as well as Research options to unlock advanced products such as Chemicals. The Technical University has positions available for Staff and Professors, with Professors given the option to perform Research instead of teaching.
Uranium oxide

**Uranium oxide** is a resources mainly used for turning it over into nuclear fuel for nuclear power plants in *Workers & Resources: Soviet Republic*.

## Background

Uranium dioxide or uranium(IV) oxide (UO2), also known as urania or uranous oxide, is an oxide of uranium, and is a black, radioactive, crystalline powder that naturally occurs in the mineral uraninite. It is used in nuclear fuel rods in nuclear reactors. A mixture of uranium and plutonium dioxides is used as MOX fuel. Prior to 1960 it was used as yellow and black color in ceramic glazes and glass.

## Gameplay

The raw resource uranium ore is delivered to the uranium processing plant. In the uranium processing plant workers and engineers turn the uranium ore into uranium oxide and they package it into barrels.

### Production

To produce uranium oxide, uranium ore must be delivered to an uranium processing plant. The maximum daily production is **1.7t** uraniumj oxide per uranium processing plant. The rate of production is **36t** uranium ore for **1.7t** uranium oxide.

### Storage

Uranium oxide may be stored in both small and medium open storage buildings.

### Transportation

They can be transported by using open-hull trucks, trains using open-hull cargo wagons, or by forklifts.
Texturing

## Questions and Answers about making Textures

### Q: The textures on my model are waaaay too bright when imported to Modelviewer. How can I fix that?

A: You can change the brightness of your texture and the impact of light on it by using the sliders in modelviewer until you’re happy.

Pro tip: you can also alter them in the material file using a program like notepad, start with this and adjust them up or down if it's too bright/dark

* $DIFFUSECOLOR 0.5 0.5 0.5 0.5
* $SPECULARCOLOR 1.000000 1.000000 1.000000 1.000000
* $AMBIENTCOLOR 0.5 0.5 0.5 0.5

### Q: What is an alpha texture? How and when do I use it?

A: An alpha texture is a very useful thing for when you want to decrease the number of tris you have and it can impact performance a lot. You can create it by cutting a part of a texture (select the part and ctrl + x). In buildings, that will mean that this part of texture is transparent, which means you can see through it. Useful for making fences for example. On vehicles, that part will be replaced with an in-game window texture, which will shine during night.

### Q: What is a bump map? How do I make it?

A: It is a way to mess with the shading on your model, to make it look like a surface is 3D, when it’s just a plain surface. It improves performance a lot, because you spend less tris on details. It is helpful for surfaces such as corrugated steel or vents. You can create it with a 3D modeling program like Blender by a process called Baking.

### Q: Why do my colors look different in Blender, graphic editor, modelviewer and ingame?

A: It is because the lighting engine is not the same for every program and it can be different.

### Q: What is the size of a texture? Suggested size? Max size?

A: The recommended size of the texture performance-wise is 1024x1024 pixels for vehicles and small to medium buildings. For larger buildings use 2048x2048 pixels. If you think your texture is too small, you can save space by overlapping a few faces on your UV map in your 3D editor.

It is not recommended to go over 4096x4096 at maximum.

### Q: I tried cutting a place for a window in my graphics editor, but the game displays some white area around it. How do I fix it?

A: It is caused by having a half-transparent piece of texture, you must fix it in your image editor.

### Q: How do I make the lights in my building shine at night?

A:: To make your windows shine at night, you need to create an \_e texture. To make an \_e texture just get your normal texture, replace your window textures with night window textures and make everything else on the \_e texture completely black. Save it as (texture name)\_e and create a new material file. Name it (name of material)\_e and change $TEXTURE 1 blankspecular.dds with $TEXTURE\_MTL 1 (name of texture)\_e.dds
Report for the community 87

Field aerodromes, earthquakes.

###

Official website
Steam

**Report for the community #87** is a report for the community released in november 20th, 2023.

## Content

The report informs about the development of the game. It's main focus is about field aerodromes and earthquakes.

## Transcript

Greetings, dear comrades of the Soviet Republic and fans of our game worldwide. Today, let us talk about field aerodromes. We are planning to introduce them in one of the upcoming 0.9.0.X versions. These low-cost airfields will cater to aircraft with an empty weight of up to 10 tons, perfect for smaller, more nimble planes.

Alongside these aerodromes, we are introducing field airplane parkings. If you find the right terrain, you can build these for free, just like the field runways and taxiways. However, there is a catch: they will only support planes with a maximum empty weight limit ten tons.

Next on our list is the addition of a smaller terminal. This facility can be used with both the free field parkings and standard concrete parkings, offering more flexibility in your air transportation network.

One of the key features of these field aerodromes is their simplicity: no control tower is needed. This means you can utilize them early in the game without any research requirement. To complement these aerodromes, we have started developing lighter aircraft, which will be available for purchase with either dollars or rubles. Imagine the possibilities – starting a Republic on an isolated island or expanding beyond existing road connections. These field aerodromes can be a meaningful change, facilitating worker commute or attracting early tourists to remote locations. And as always, we look forward to seeing how our creative community of players will utilize these new additions.

Now, for a twist that will truly rock your world: earthquakes! Yes, you heard that right. Some of you might have already seen footage of this new feature as it surprised a few YouTubers. We are introducing random earthquakes to the game. Do not worry; they will not be too frequent, and there is a scale of magnitude to keep things interesting.

Expect an earthquake every few years, shaking up your towns and industrial areas. The aftermath will depend on the quake's intensity. A weaker earthquake (around 4.5) might trigger fires in a few buildings, challenging your firefighting teams like never before. But if you are hit with a more intense quake, you might even see buildings collapse, especially if they are not well-maintained. So, a word of caution: do not skimp on maintenance, or you might face a disaster.

That is all for today's report. From the potential joys of light aviation to the thrilling challenges of managing natural disasters, there is plenty to look forward to. Ensure your emergency and maintenance teams are always at the ready. And just like in the game, stay safe in real life, have fun, and keep an eye out for our next update.

Thank you for your unwavering support,

3Divison Team

## References

1. ↑ *Report for the community #87* in Workers & Resources: Soviet Republic's official website
2. ↑ Steam *Report for the Community #87*
Shops

**Shops** are buildings that sell End Products that are consumed by your Citizens (Clothing, Food, Meat, Alcohol and Electronics). In-game, shops are separated into two categories: "Food and Shopping" and "Alcohol".

## Characteristics

### Grocery store

A small store that is only able to sell food and meat.

### Small store

A small store that is only able to sell clothing and electronics. It costs the same as a grocery store, and has similar size.

### Small shopping centre

A small shopping centre capable of fufill all citizen's needs. Having a bigger size and better distribution capabilities, it's the preferable option to centrilize meet population's demand. It has a bigger storage to both the grocery and small stores combined, plus it cosumes less workers than having one of each built instead.

### Shopping centre

A bigger version of the small shopping centre. It's capable of fufill all citizen's needs. Having a bigger size and better distribution capabilities, it's a better option to larger urban centers.

## Construction

Grocery store

Small store

Small shopping centre

Shopping centre

## Gallery

Grocery StoreSmall StoreSmall Shopping CentreShopping Centre
Template:Navbox buildings
Soviet Bloc

Major Power

The Soviet Bloc is one of the two trading partners in game, representing the Socialist or USSR-aligned nations. The bloc can be traded with at the customs houses at the edges of the map with red stars. The Bloc uses Rubles as currency, so anything bought or sold from the Bloc will be paid for with Rubles.

As the primary trading partner of the player's Republic, most vehicles are available only from the Bloc. Its counterpart is the Western Bloc.

In real life, the countries in the Soviet Bloc generally had tight bonds with the USSR, and some were even considered puppet states of the USSR. The Soviet/Eastern Bloc was "dissolved" in 1991 after the collapse of the Soviet Union, and most states formerly in the the Bloc were decommunized and went on to join NATO and the European Union.

*Further Reading: Eastern Bloc on Wikipedia*
USA

This article has been deemed to require a review of it's content.

The infobox template in this article is missing some required data. You can help us by filling it in.

## USA

### Capital

Washington D.C.

The ***United States of America***, also known as the **USA**, is foreign power in *Workers & Resources: Soviet Republic*.

## Background

Beginning as an English colony in the 17th century and becoming independent in the late 18th century, the United States was consolidated, expanding from the North American Atlantic coast to the North American Pacific thanks to immigration waves, added to the annexations of former North american French, Spanish and Russian colonial territories. After the Civil War of the mid-19th century, the United States established itself as an economic, industrial, military and cultural power. After World War II, the United States, along with the Soviet Union, will be the main protagonists of the Cold War period. With the fall of the Soviet Union in 1991, the United States remained the main world power in the Globalization.

This article is too short to provide more than rudimentary information about the subject. You can help us by expanding it.

## Vehicles produced

In the game, the United States exhibits construction and work machinery, as follows:

### Road vehicles

* *Forklifts*
	+ YL 78
* *Bulldozers*
	+ Small feeder
	+ Bulldozer big
* *Excavators*
	+ Small feeder
	+ Excavator E7.2
* *Concrete mixers*
	+ Star truck 9500 mixer
* *Pavers*
	+ Asphalt paver
* *Rollers*
	+ Asphalt roller small

### Helicopters

* G-31
* S62 Skycrane

### Rail vehicles

* *Diesel locomotives*
	+ C201
* *Cargo wagons*
	+ Cement tank

## Notes

This article is too short to provide more than rudimentary information about the subject. You can help us by expanding it.
Wood

This article has been deemed to require a review of it's content.

**Wood** is a raw material that can be refined by various industries and can be exported.

## Production

### Export storage

50t open storage

The Woodcutting Post building is used to gather wood from trees. When placing a woodcutting post, trees that can be harvested by the building will be highlighted. open-hull trucks with felled tree capacity may be purchased or assigned to a woodcutting post. Workers at the woodcutting post will chop down trees, then trucks assigned to the building will automatically gather wood from the ground and store it in the woodcutting post. 30 workers may work at each woodcutting post, producing 6.3 tons of wood per worker every day.

Trees do not regenerate automatically, however, the seed tree tool may be used to plant new trees around the woodcutting post, allowing the building to continue gathering wood.

## Storing and transporting wood

Each woodcutting post stores up to 50 tons of wood. Wood may also be stored in open storage buildings.

Wood may be transported using open-hull trucks, by train using open-hull cargo wagons, or by forklift.

Wood may be exported at a customs house.

## Consumption

### Consumes

 180t **Wood**

Wood may be processed at sawmills, which will produce boards. A woodcutting post at maximum production produces 189 tons of wood per day (30 workers \* 6.3t wood) and a sawmill at maximum production consumes 180t wood per workday, so each sawmill should have its own dedicated woodcutting post. At maximum production, a sawmill will consume 180t wood to make 140t boards per day; a ratio of 9 : 7. Boards are an important construction material.

## Consumption

### Consumes

 0.72t Gravel
 0.84t **Wood**
 0.78t Crops
 1.2t Oil
 14MWh Power

Wood may be processed at chemical plants as one of the resources needed to produce chemicals. A chemical plant at maximum production consumes 0.84t wood per workday to produce 0.81t chemicals. One woodcutting post at maximum production can supply 225 chemical plants.

## Trivia

* Woodcutting posts do not produce pollution
* Woodcutting post mods are categorized as a mine
Prefab panels

**Prefab panels** are a construction resources usable for construction and to exportation in *Workers & Resources: Soviet Republic*.

## Background

Prefabricated wall panels are individually manufactured in an offsite fabrication shop, complete with exterior cladding and fenestration, anchor system, water/air/vapor barrier(s) and flashing, insulation, and the structural framing. They are then lifted and installed onsite.

These panels have the potential to accelerate the building enclosure construction schedules, provide better quality control of the wall components, and reduce construction costs. However, the advantages of using prefabricated walls can quickly diminish if not used on the ideal type of building and without careful detailing of the panel joints and proper planning between trades.

## Gameplay

Prefab panels are a construction material for the construction of buildings.

### Production

Prefab panels are a construction material for buildings. Prefab panels are made of cement and Gravel in a Prefab panels factory.

### Storage

Prefab panels may be stored in both small and medium open storage buildings.

### Transportation

They can be transported by using open-hull trucks, trains using open-hull cargo wagons, or by forklifts.

### Uses

Prefab panels are mainly usable for construction.
Report for the community 5

Beta release.

###

Official website

**Report for the community #5** is a report for the community released in november 27th, 2021.

## Content

The report informs about the development of the game. It's main focus is about beta release 0.8.3.4.

## Transcript

**Closer to open Beta release**

Good News Comrades! The current version of the game is 0.8.3.4 already as many tweaks and fixes were applied during last weeks and we would like to release the game for Open Beta branch on Steam next week.

**What was fixed and changed?**

Our focus during last week remained on planes and connected mechanics but there were plenty of fixes in other areas too. There were several fixes for airplane landing, slowing down and their lights. We divided airplanes into two groups (passenger and cargo). We added gear animations for the rest of the planes. We added new sounds and light to new buildings. We added warning messages about sowing and harvesting to farms and fields when seasons turned on (we got many requests because farms did not started sowing sometimes - this should explain why) and we have added graphic settings for citizens and their rendering was optimized. Beaches and playgrounds now do not work in winter. The attractive score for Ferris wheel was tweaked. Also, the mechanic for workers satisfaction during visiting an attraction was tweaked for instances when they are satisfying different demands. Ongoing epidemy will have impact on number of incoming tourists. We have fixed the issue when vehicle from depot was automatically sent to gas station and lost its schedule.

Finally something to show - our external graphic designer - Karel made several new Romanian vehicles and one high capacity dumper for the game.

And here is a short video to show you how airports and planes look like in current version.

An external sound studio (Grand Beats) is working on the new sounds for the game. First bunch of sounds will be released together with the airplane update and you can hear some of new SFXs in the video, but remember all is still WIP and some sounds still need to be replaced. :-)

Thank You for Your Support

3Divison Team

## References

1. ↑ *Report for the community #5* in Workers & Resources: Soviet Republic's official website
Seasons

Seasons are an optional feature that can be enabled in the world setting before creating the world or in the settings after world creation. There are 4 seasons in game, Winter, Spring, Summer and Autumn, all seasons start and end on 22nd of February, May, August and November.

### Effects on Gameplay

When seasons are enabled, gameplay is affected in a few ways:

**Crops** - With seasons enabled, crops can only be planted in the Spring, between February 22nd and May 22nd. Once crops are harvested, they must all be taken out of the field and put into storage or processed in a factory before Winter (November 22nd) else the crops will wither and be destroyed.

**Heating** - With seasons enabled, a new resource called heating is enabled too. Heat must be supplied to buildings like residential structures, stores, education facilities, hospitals, etc. Without heating, citizens will get sick and either die or flee your republic.

**Leisure Activities** - During the winter months, outdoor facilities like the Beach, Football Playground and Tennis Playground are closed. This requires the construction of indoor pools to satisfy the Sport Enjoyment Stat for citizens.

**Roads** - During the winter months when it begins to snow, roads become covered in snow. This significantly reduces the maximum speed of vehicles. On Mud Roads, the maximum speed is reduced to 13 km/h; on Gravel Roads, the maximum speed is reduced to 23 km/h; on Asphalt Roads, the maximum speed is reduced to 38 km/h. This effect can be reversed by keeping roads plowed using Snowplows, which are dispatched from Technical Services buildings.
Small Aggregate Storage

Article suggested to be merged with Large Aggregate Storage as outlined above.

Stores up to 870 Tons of aggregates. Aggregate cannot be mixed; if the facility is storing any amount of an aggregate (such as gravel), it can only store more of that type until the storage is completely depleted.

1 Road connection (trucks can load/unload here, al be it slowly)

2 conveyor input connections

1 conveyor output connection

Dump trucks can be loaded/unloaded here.

Its larger counterpart is the Large Aggregate Storage