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 basically be used for planning of the roads in cities, interconnect cities and/or connections to a border house. Mud roads can 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 wood, concrete or steel. 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.

### 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 given a number. Each number represents a segment of road. In this picture there are a total 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 has always 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 press and holds H all the nodes become visible. The small white dots are possibilities to connect other roads to, footpaths or place road signs.

#### Remove node

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

* 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 trick 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.

### Notes

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

## Buildings related to roads

### Road vehicles depot

Main article: Depot
Read the main article to get to know how to use a road vehicles depot.

### End stations related to road

Main article: End station
Read the main article to get to know how to use end stations.

### For passengers

Buildings for buses, trolleys and trams which are available for handling 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 it.

#### Gameplay

These buildings can be placed in the world connected to road for buses, trolley buses 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 road, footpaths, so that citizens can reach a platform or stop.

### Refuelling

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 to move unable to function properly if the "building + vehicles" game setting is active.

### Maintenance

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

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 1.29 *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*