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
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.
Roads
Type | Cost | Max. speed | Walking speed | Station length | Notes |
---|---|---|---|---|---|
Mud |
Free | 35 km/h | 50%[1] | ||
Gravel |
Workdays, Gravel Usage depends on length. |
60 km/h | 62%[1] | ||
Asphalt |
Workdays, Gravel, Asphalt, |
110 km/h | 79%[1] | ||
Asphalt with street light and sidewalks |
Workdays, Gravel, Asphalt, Steel, |
110 km/h | 87%[1] | ||
[2] Panel |
Workdays, Gravel, Prefab panels |
80 km/h | 79%[1] | ||
Trolleybus |
Workdays, Gravel, Steel, Prefab panels, |
110 km/h | 87%[1] | ||
[3] One lane road |
Workdays, Gravel, Asphalt |
120 km/h | 83% | ||
Road with tramtrack |
Workdays, Gravel, Asphalt, Steel, |
80 km/h | 87 %[1] | ||
[2] Tram track (no acces for pedestrians and cars) |
Workdays, Gravel, Prefab panels, Steel, |
80 km/h | 87%[1] | ||
[2] Tram railroad connection |
Workdays, Concrete, Gravel, Asphalt, |
6 m |
Bridges and tunnels
Type | Cost | Max. speed | Walking speed | Pillar distance | Notes |
---|---|---|---|---|---|
Steel/Brick |
Workdays, Steel, Asphalt |
100 km/h | 62%[1] | 27 m | |
Wooden |
Workdays, Boards
|
30 km/h | 62%[1] | 16 m | |
Prefab |
Workdays, Prefab panels, Asphalt |
100 km/h | 62%[1] | 20 m | |
Concrete |
Workdays, Concrete, Asphalt |
100 km/h | 62%[1] | 24 m | |
Brick |
Workdays, Bricks, |
70 km/h | 62%[1] | 14 m | |
Arch |
Workdays, Steel, Asphalt |
100 km/h | 62%[1] | 42 m | |
Truss |
Workdays, Steel, Asphalt |
100 km/h | 62%[1] | 37 m | |
Tied arch |
Workdays, Steel, Asphalt |
100 km/h | 62%[1] | 57 m | |
Beam |
Workdays, Concrete, Asphalt |
100 km/h | 62%[1] | 77m | |
Steel/brick with trolleys |
Workdays, Steel, Asphalt, Gravel, |
100 km/h | 62%[1] | 27 m | |
Prefab with trolleys |
Workdays, Prefab panels, Asphalt, Gravel, |
100 km/h | 62%[1] | 20 m | |
Concrete with trolleys |
Workdays, Concrete, Asphalt, Gravel, |
100 km/h | 62%[1] | 24 m | |
Brick with trolleys |
Workdays, Bricks, Concrete, Asphalt, |
70 km/h | 62%[1] | 14 m | |
Arch with trolleys |
Workdays, Steel, Asphalt, Gravel, |
100 km/h | 62%[1] | 42 m | |
Beam with trolleys |
Workdays, Concrete, Asphalt, Gravel, |
100 km/h | 62%[1] | 20 m | |
[2] Prefab with tram track |
Workdays, Prefab panels, Asphalt, Gravel, |
100 km/h | 62%[1] | 20 m | |
[2] Concrete with tram track |
Workdays, Concrete, Asphalt, Gravel, |
100 km/h | 62%[1] | 24 m | |
[2] Brick with tram track |
Workdays, Bricks, Concrete, Asphalt, |
70 km/h | 62%[1] | 14 m | |
[2] Arch with tram track |
Workdays, Steel, Asphalt, Gravel, |
100 km/h | 62%[1] | 42 m | |
[2] Beam with tram track |
Workdays, Concrete, Asphalt, Gravel, |
100 km/h | 62%[1] | 77 m | |
Road tunnel |
Workdays, Steel, Concrete, Boards, |
100 km/h | 54%[1] | ||
[2] Road tunnel with tram track |
Workdays, Steel, Concrete, Boards, |
100 km/h | 54%[1] |
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.
Road vehicles depot
Read the main article to get to know how to use a road vehicles depot.
Name | Cost | Lifespan | Parking spots | Energy | Wattage | Structure | Notes | |
---|---|---|---|---|---|---|---|---|
Road vehicles depot |
Workdays, 10t Concrete, 7.8t |
460 35 | 8 | 3.0 MWh | 50 kW | Access | 2x road access |
|
L/U | 2 | |||||||
Road vehicles depot[4] |
Workdays, 59t Concrete, 45t |
1030 35 | 16 | 3.0 MWh | 50 kW | Access | 1x road access |
|
L/U | 2 | |||||||
Road depot |
Free | 4 | 0.0 MWh | 0 kW | Access | 1x road access |
[2] Only a limited number of seven free road depots can be build. | |
L/U | None | |||||||
Trolleybus depot |
Workdays, 10t Concrete, Gravel, 6.3t Asphalt, |
481 35 | 8 | 3.0 MWh | 50 kW | Access | 2x road access |
|
L/U | 2 | |||||||
[2] Tram depot 4x |
Workdays, 35t Concrete, Gravel, 21t Asphalt, |
921 35 | 4 | 3.0 MWh | 50 kW | Access | 1x road access |
|
L/U | 1 | |||||||
[2] Tram depot 8x |
Workdays, 71t Concrete, Gravel, 42t Asphalt, |
1818 35 | 8 | 3.0 MWh | 50 kW | Access | 1x road access |
|
L/U | 1 |
Read the main article to get to know how to use end stations.
Name | Cost | Lifespan | Storage | Parking spots | Energy | Wattage | Structure | Notes | |
---|---|---|---|---|---|---|---|---|---|
Bus end station (small) |
Workdays, 0.072t Concrete, Gravel, 0.44t Asphalt, |
35 28 | Fuel | 35t3 | 3.0 MWh | 50 kW | Access | 1x road access |
|
L/U | 1 | ||||||||
Bus end station (large) |
Workdays, 3.3t Concrete, 2.6t |
101 28 | Fuel | 45t7 | 3.0 MWh | 50 kW | Access | 1x road access |
|
L/U | 1 | ||||||||
Trolleybus end station |
Workdays, 1.1t Concrete, Gravel, 0.66t Asphalt, |
146 28 | None | 7 | 3.0 MWh | 50 kW | Access | 1x road access |
|
L/U | 1 | ||||||||
[3] Bus end station (small) |
Workdays, 22t Concrete, 17t |
281 28 | Fuel | 35t2 | 3.0 MWh | 50 kW | Access | 2x road access 1x footpath access |
|
L/U | 1 | ||||||||
[3] Bus end station (large) |
Workdays, 30t Concrete, 23t |
375 28 | Fuel | 45t4 | 3.0 MWh | 50 kW | Access | 2x road access 1x footpath access |
|
L/U | 1 | ||||||||
[2] Tram endstation |
Workdays, 17t Concrete, Gravel, 11t Asphalt, |
491 28 | None | 6 | 3.0 MWh | 50 kW | Access | 1x road access |
|
L/U | 1 |
For passengers
Buildings for buses, trolleys and trams[2] 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.
Name | Cost | Lifespan | Passenger capacity | Energy | Wattage | Structure | Notes | |
---|---|---|---|---|---|---|---|---|
Bus stop |
Workdays, 1.0t Concrete, 0.79t |
20 28 | 600 | 3.0 MWh | 50 kW | Access | 2x road access 4x footpath access |
|
L/U | 2 | |||||||
Trolleybus stop |
Workdays, 1.0 Concrete, Gravel, 0.64t Asphalt |
46 28 | 200 | 3.0 MWh | 50 kW | Access | 2x road access 4x footpath access |
|
L/U | 2 | |||||||
[2] Bus stop |
Free | 100 | 0 MWh | 0 kW | Access | 2x road access 4x footpath access |
Only a limited number of 15 free bus stops can be build. | |
L/U | 2 | |||||||
[2] Tram stop (large) |
Workdays, 13t Concrete, Gravel, 8.1t Asphalt |
172 28 | 250 | 3.0 MWh | 50 kW | Access | 2x road access footpath access |
|
L/U | 2 | |||||||
[2] Tram stop (small) |
Workdays, 6.6t Concrete, Gravel, 4.1t Asphalt |
119 28 | 150 | 3.0 MWh | 50 kW | Access | 2x road access footpath access |
|
L/U | 2 | |||||||
Bus platform |
Workdays, 20t Concrete, 5.9t |
283 28 | 500 | 3.0 MWh | 50 kW | Access | 1x road access 6x footpath access |
|
L/U | 2 | |||||||
Bus platform small |
Workdays, 9.7t Concrete, 2.5t |
113 28 | 230 | 3.0 MWh | 50 kW | Access | 2x road access 2x footpath access |
|
L/U | None | |||||||
[3] Bus platform |
Workdays, 4.0t Concrete, 3.1t |
58 28 | 400 | 3.0 MWh | 50 kW | Access | 2x road access 4x footpath access |
|
L/U | 2 | |||||||
[3] Bus platform |
Workdays, 15t Concrete, 12t |
195 28 | 600 | 3.0 MWh | 50 kW | Access | 2x road access 5x footpath access |
|
L/U | 3 | |||||||
[3] Bus platform |
Workdays, 15t Concrete, 12t |
195 28 | 800 | 3.0 MWh | 50 kW | Access | 2x road access 6x footpath access |
|
L/U | 4 | |||||||
[3] Bus platform |
Workdays, 28t Concrete, 22t |
928 28 | 2000 | 3.0 MWh | 50 kW | Access | 1x road access 8x footpath access |
|
L/U | 6 |
Parking
Refuelling
Split (reason: To add more informations about it's mechanics and hot it works.)
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.
Name | Cost | Lifespan | Storage | Energy | Wattage | Structure | Notes | |
---|---|---|---|---|---|---|---|---|
Gas station |
Workdays, 6.3t Concrete, 4.9t |
127 28 | Fuel | 70t3.0 MWh | 50 kW | Access | 1x road access |
|
L/U | 4 | |||||||
[2] Gas station |
Free | Fuel | 20t0 MWh | 0 kW | Access | 1x road access |
Only a limited number of 12 free gas stations can be build. | |
L/U | 1 | |||||||
Gas station (One way) |
Workdays, 6.3t Concrete, 4.9t |
127 28 | Fuel | 70t3.0 MWh | 50 kW | Access | 2x road access |
|
L/U | 4 | |||||||
[3] Gas station |
Workdays, 4.0t Concrete, 3.1t |
98 28 | Fuel | 30t3.0 MWh | 50 kW | Access | 1x road access |
|
L/U | 2 | |||||||
[3] Gas station |
Workdays, 6.2t Concrete, 4.7t |
154 28 | Fuel | 60t3.0 MWh | 50 kW | Access | 1x road access |
|
L/U | 4 | |||||||
[3] Gas station (One way) |
Workdays, 4.0t Concrete, 3.1t |
98 28 | Fuel | 30t3.0 MWh | 50 kW | Access | 2x road access |
|
L/U | 2 | |||||||
[3] Gas station (One way) |
Workdays, 6.2t Concrete, 4.7t |
154 28 | Fuel | 60t3.0 MWh | 50 kW | Access | 2x road access |
|
L/U | 4 | |||||||
Trolleybus trafo |
Workdays, 1.9t Concrete, Gravel, 1.2t Asphalt |
49 28 | 0 MWh | 0 kW | Access | 2x road access 2x Medium voltage wire connections |
||
L/U | None | |||||||
[2] Tram trafo |
Workdays, 1.9t Concrete, Gravel, 1.2t Asphalt |
49 28 | 0 MWh | 0 kW | Access | 2x road access 2x Medium voltage wire connections |
||
L/U | None |
Maintenance
Name | Cost | Lifespan | Storage | Parking spots | Energy | Wattage | Structure | Notes | |
---|---|---|---|---|---|---|---|---|---|
Technical services |
Workdays, 32t Concrete, 24t |
1384 28 | Fuel | 30t8 | 3.0 MWh | 50 kW | Access | 1x road access |
Building available only when Water management and/or seasons is enabled in game settings. |
L/U | 2 | ||||||||
[2] Technical office |
Free | 3 | 0 MWh | 0 kW | Access | 1x road access |
Only a limited number of five free technical offices can be build. | ||
L/U | 3 | ||||||||
Technical services[4] |
Workdays, 96t Concrete, 74t |
2125 28 | Fuel | 30t15 | 3.0 MWh | 50 kW | Access | 1x road access |
Building available only when Water management and/or seasons is enabled in game settings. |
L/U | 2 | ||||||||
Technical services[4] |
Workdays, 23t Concrete, 18t |
787 28 | Fuel | 30t4 | 3.0 MWh | 50 kW | Access | 1x road access |
Building available only when Water management and/or seasons is enabled in game settings. |
L/U | 2 |
References
- ↑ 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
- ↑ 2.00 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
- ↑ 3.00 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
- ↑ 4.0 4.1 4.2 Available from Workers & resources: Soviet Republic patch 0.9.0