Economy

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**Economy** is a mechanic in *Workers & Resources: Soviet Republic*.

## Gameplay

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Economy is the economic management of foreign currencies and trade of resources and items in-game. The acquisition of currencies is done mainly through trade. As the player controls a communist planned economy, there are no taxes or passive income that capitalist governments may enjoy.

## Currency

### Dollars

**Dollar** is the currency of the Western Bloc. Abbreviated as "**$**" its the official currency of the United States and several other countries around the world. It can be acquired and utilized through trade with western countries, or utilizing dollars to buy resources or build structures.

### Rubles

**Ruble** is the currency of the Soviet Bloc. Abbreviated as "**₽**" its the official currency of the Soviet Union and several other countries of the soviet bloc and under the USSR. It can be acquired and utilized through trade with soviet bloc countries, or utilizing rubles to buy resources or build structures.

## Mechanics

### Inflation and deflation

Prices can widely vary during playthroughs. This can be due to global events, but it's mainly achieved by players actions with buying from or selling to foreign powers. Prices can will vary due to world wide inflation, resulting in prices rising and falling without requiring player interaction. This can demand player's constant attention, leading to potential new economic markets exploration, as prices range randomly year after year.

As inflation is a general increase in the prices of goods and services in an economy, and deflation it's opposite; the player should focus on becoming an economically independent country as the decades of gameplay pass. This can help reduce and prevent extreme prices for resources such as food or electronics for importation if your production have a limited reach or requires some external exports. It should be kept in mind that overproducing resources also leads to lower prices through exportation, making selling too many of the same resource cost inefficient.

Western and Soviet Bloc prices are separate, once prices reach low selling value and high buying price, switching markets can be proven useful until prices cool down.

### Global events

Main article: Game settings
Global events are a type of game settings that can influence playthoughts with multiple situations. Global prices of resources can be affected as well. This can range from resources costing half of their price for months, up to resources costing double. This doesn't affect secondary resources values, such as iron doesn't affect the price of steel or mechanical components**[verification required]**.

### Uses

#### Construction with currency

This section is transcluded from Construction. To change it, please edit the transcluded page.
Funding with Rubles or Dollars works as an 'Auto-build' feature. Players place a building in the world, select the payment currency, and the building is rapidly constructed and ready for use. This way of funding is an expensive way of development compared to construction with resources.

The reason why this approach is expensive over construction with resources is because, apart from the price of every resource and labor costs, the player pays an additional fee for delivering the goods instantly. This fee also includes a fee for the distance between where the constructed item is located and the nearest customs house. Note that constructions completed this way will vary based on the distance to their respective border (NATO for Dollars or the USSR for Rubles).

#### Resources

Resources can be acquired from foreign powers. This can be achieved in two ways:

**Auto-purchase resources** automatically buys and delivers resources at locations such as shops or gas stations. You are able to set a minimum amount of resources and currency utilized. The cost of auto-purchase is a calculation of resource value + frontier distance. The further from a border, the more expensive the delivery. Once the minimum amount of resources is reached, it will auto fill said location.
**Manual purchase of resources** is done by setting vehicle lines and sending these to buy resource at foreign customs houses. This can be done with any type of vehicle but may require distribution warehouses to facilitate the distribution of resources. This method cuts the delivery costs and is quicker to transition from consumption of external resources. to internal resources. It will be more expensive in the short run, but it'll make a republic's cost more manageable and predictable.
Resources can be sold similarly to the manual purchase in customs houses. This will require vehicles to transport resources to said places. This is the only way to sell resources or vehicles.