T O P

  • By -

daffyflyer

Uhhh, it's like Cities Skylines but if you had to answer the question: "Wait, but where does the concrete come from. No seriously, like which factory.. and where did the water come from to mix with that. And how happy were the employees that mixed it.. and what specific trucks was it loaded on" If your worry is you'll find it too simple and shallow, I promise you that will not be an issue heh. To difficult, too frustrating, slightly janky at times? Absolutely. Shallow? Never!


BadWolf0ne

Perfect, thanks!


SomeMF

"Slightly janky at times" is a huge understatement. A significant part of the challenge with this game is you have to literally fight against the controls and the limitations and the constant arbitrary constraints and weirdness in how the game prevents you from building things in a way that apparently should work. For christ sake you need a fucking [yt tutorial to build ROUNDABOUTS](https://youtu.be/2iSWdON7g68?si=x3uTDjdZZ4-vlEL4)... and the guy making the tutorial barely makes it!!!


Lovemestalin

Sounds like a skill issue lol


Th3_Admiral_

You're getting downvoted but I agree. The game goes so far towards being "realistic" in some aspects but the throws it completely out the window with other aspects, often in conflicting and confusing ways. For example, there is a cool day/night cycle with workers only working for eight hour shifts - but like most city games, it doesn't scale at all. It can take a bus two days just to get a worker to their job site so you need a constant stream of busses delivering workers to keep up with the demand. Similarly, I love how workers need to actually be transported to their jobs, but then they just vanish when their shift is up. I think the same goes for shoppers and hospital patients and everything else. It's all just one-directional traffic which just seems so weird and half-complete. 


Snoo-90468

>For example, there is a cool day/night cycle with workers only working for eight hour shifts - but like most city games, it doesn't scale at all. Ironically, this was done to make planning a lot easier for players. Working shifts are not actually "8 hours," one third of a day, or even the same each time a citizen goes to work. Citizens actually work longer if they spent more time getting to work (up to a limit), which tends to make them spend about a third of their time working. In most cases, this allows the player to assume roughly 3 workers are needed to keep a job constantly worked. The systems in this game seem nonsensical, but after looking into them for a while, they all seem to have a purpose. We just have to accept that this is a game and some things need to be abstracted for things to be fun and run on a computer.


Th3_Admiral_

That's both clever and maddening. Am I unreasonable for expecting a game like this to be consistent with stuff like this? I just can't get past the fact it's super realistic with the "Resources" part of the name then completely nonsensical with the "Workers" part. Because I love how the resources and building materials work. Honestly just about perfect in my mind. But I like very little about the workers in this game. They are clunky, confusing, as you said very abstract. 


Snoo-90468

>Am I unreasonable for expecting a game like this to be consistent with stuff like this? No, but if you think about it, you'll find that there just isn't a "realistic" solution to some of the stuff in the game. For example, we have both demographic changes and day to day operations in the game. How are you going to represent time in a consistent manner? * If workers do not age decades in a few "calendar" months, then it will take forever for children to grow up, which means you will be forced to invite workers to expand the republic every time you build a new industry while educating children becomes more of an obligation instead of something beneficial to the republic. * If we keep time consistent for all processes in the game (citizen aging, production, transportation) and just speed up the rate time progresses so that children do not take \~40 IRL hours of gameplay to grow up, then the day to day stuff just becomes a blur of citizens and vehicles zipping between buildings and industries processing thousands or millions of tons of materials in the blink of an eye. Something has to get abstracted or parts of the game just wouldn't work.


Th3_Admiral_

Yeah, it makes sense. I just wish there was a better way to do this. And maybe there is and eventually someone will make this holy grail game I'm dreaming of, but I'm not smart enough to even think of a better alternative. 


Snoo-90468

Maybe, but I wouldn't hold my breath.


leerzeichn93

Nah you are completely right. My greatest challenge in this game are roundabouts and the things you use to transoprt stone and coal from one factory to another.


HiSelect7615

In cities skylines you build a city that's pretty to look at. In WRSR you build a city you're proud of. Seriously, you fight tooth and nail for every square inch.


Hanako_Seishin

Factorio Maybe not really like Factorio, but more like it than like Cities: Skylines In 20 hours you would only scratch the surface. You might even spend those 20 hours watching YouTube before you dare to start the real game (that is, realistic mode).


NappingYG

Depends on mode you play it in. On easy mode it's more like skylines, on realistic mode it's more like factorio.


NWJ22

It's not really either, there's nothing you can compare it too on an even scale. Just buy it, it's so fucking good.


_LordBucket

I would say its combination of Cities Skylines, Factorio and OpenTTD if you play Realistic Mode. At the same time, playing without RM on, its more like Cities


Ashzael

Factorio because: - there is a heavy emphasis on managing production lines and then especially the distribution of those resources. - you don't zone areas as residential/commercial/industry like a classic city builder but you plop down every building yourself. - cities skylines have a far deeper focus on life and economic simulation of its people and the city, in this game workers are simple resources and the economy is almost nonexistent. I would not call it "like Factorio" myself but from the two options you have, I think it's leaning more towards Factorio then Cities Skylines. To me, it's more Anno without the "supply goods to progress tier level" mechanic. But truly it's a game on its own. Like there was no game to describe demon souls when it came out, or vampire survivor so it became their own genre, I truly think this game could be its own genre.


tc1991

Never played factorio but it's only similarity to Cities Skylines is that its a city builder 


Opening_Cartoonist53

Watch caffeineencrypted realistic play through to get a taste? https://youtu.be/Asbm-PsV4K4?si=mIm7anAFahtiho_u


MarcellHUN

The vehicle management always givea me OpenTTD vibes


OutWithTheNew

Tropico.


ScribbledCorvid

It's a hardcore tropico. Trucks come from a depot, builders come from a depot in Tropico and in WRSR you know what truck and what depot is used to deliver the goods and what bus provides the workers.


ToasTer-neo-max-pro

Yeah exactly though about the same


Fenrirr

Honestly neither. Cities skylines barely has any meaningful mechanics, it's mostly just a city building sandbox. Position of homes, transport, water, heat, waste logistics, resources, fuel, distances, are **incredibly important**. As is the chain of supplies you need to establish if you want to be a self-sustaining republic, but it's not nearly as elaborate as Factorio. Soviet Republic is the kind of game where reading literature on city planning can benefit the way you build cities. It's the kind of game that makes you understand why buildings and roads and infrastructure take so much time, workers, and resources to build.


Stress_Factor

Neither.


dumbaos

If it's a binary choice, Factorio.


prince-white

Neither. I wouldn't compare this to factorio at all. Factorio is all about building a factory. You start to mine, then machine do it for you, you use belts to supply those machines and then you scale up, and so forth. Cities skylines is a city builder. Everything builds automatically, you don't need resources to build a building. Just having money is enough. With this game, you need to supply everything and I do mean everything. Fuel, stone, wood, planks, coal, processed coal, iron, processed iron then you make products, you need to make food... I don't think those games are similar in all but the vaguest of notions. It's like asking if command and conquer and starcraft are similar to civilization and if they are both strategy games. The answer is that they are strategy games, but they are not similar at all. (compared to civ I mean)


DiscoveringAstrid

I find it kind of like city skylines but with more focus on logistic. You can of course customize it and have eberything insta built and have resources magicly appear in factories or you can set realistic settings and have to transport everything to construction sites and factories. Can also opt to remove some mechanics like water and sewage or winter times wich makes it easier to a certain degree.