$39.99Workers & Resources: Soviet Republic Every brick has a supply chain
Plan a whole planned economy from mines to housing, where nothing arrives unless you make it.
Is Workers & Resources: Soviet Republic worth it?
Workers & Resources: Soviet Republic is worth it if…
- you like slow, careful planning where every factory needs workers, power and deliveries
- you enjoy production chains, from coal and oil to bread, clothes and televisions
- you want a soviet-themed city builder with trade in rubles and dollars
- you like tweaking bus routes, train signals and conveyor layouts until they work
Screenshots
From empty map to working republic
You start with land, scattered villages, ore veins and fertile soil. Then you decide what gets built and how: pay neighbours for a fast build with foreign labour, or run construction offices, supply gravel, concrete, steel and panels, and send your own workers and trucks to the site.
That choice shapes everything. A self-reliant republic takes longer and needs power, fuel and bus routes for builders. Buying from abroad is quicker and costs market rates. You draw a dirt road, and it stays a line on the map until machines, material and people arrive.
Thirty commodities that all need a ride
Over 30 commodities move through the republic, each with its own storage and transport. Ores ride conveyor belts and flatbeds, liquids need tanks, pipes and pumps, finished goods go in covered trucks and train cars.
Grain becomes food and alcohol. Crops plus chemicals and water become fabric, then clothes. You link fields, factories, warehouses and shops yourself, or use freight trains, cargo ships, cargo planes and helicopters for longer hauls. Flood one export market and prices sag, so selling everything east or west has a cost.
Citizens who work, study and grumble
People are the other supply chain. They grow up, go to school or university, take jobs, shop for food, clothes and alcohol, and visit parks, pools, theatres and TV and radio stations. Education opens better work and new production options.
Loyalty matters. Disloyal citizens work less well and turn to crime more easily, and leaving them in sensitive jobs can hurt output. You watch happiness and loyalty, provide services, and use propaganda, policing, courts and prisons when needed. Winter raises the stakes, since heat, water and power demand shifts with the season.
Roads, rails, sea and sky
Cities grow around resources on large maps, so transport never stays finished. You run buses, trams, trains, subways, ships, planes and cable cars to get workers to factories and shoppers to stores, then lay signals, interchanges, custom airports and border customs posts to keep goods moving.
Details count: runway length decides which planes can land, road signs set speed and access, stations split between passengers and cargo. Citizens can buy cars, and you can restrict them by education or party loyalty. The traffic jam, comrade, is also planned.
What should you know before starting?
Is this like Cities: Skylines or SimCity?
Only on the surface. This is a management-heavy simulation about a planned economy, where buildings need materials and labour to rise, and factories need workers bussed in every shift. It is deeper and much less forgiving about logistics. Start with simpler settings, learn power, water, construction and transport first, then switch on sewage, heating and self-built construction.
How do I build things without going broke?
You have two paths. Quick builds pay market rates in rubles or dollars and use foreign help. Self-builds use construction offices, local materials and your own workforce, which is cheaper and gives people jobs but needs gravel, concrete, steel, fuel and working bus lines. Most republics mix both: import what is urgent, produce bricks, panels and fuel at home when the chain is ready.
What do citizens actually need?
Food, clothing, alcohol, housing, electricity, water and heat for survival, plus schools, healthcare, entertainment and sport to stay happy and loyal. Goods must reach local shops through warehouses and trucks. Services must sit within reach and connect to transit, since people walk only short distances. Keep an eye on winter, when heating demand rises fast.
Can I trade with both sides of the Iron Curtain?
Yes. Your republic is non-aligned, so you can sell and buy from both the Western Bloc and the Soviet Bloc for currency, resources and technology. Customs offices at the border handle the flow.





















