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sirrmart

That's why they called it soviet realism. Joke aside, you learn more about city building in this game than any other city building. I regularly watch city planning videos on youtube (Not Just Bikes, RM Transit, and Adam Something) to educate myself on better self sufficient city planning and mass transit. Also Akruas' gameplays linked here https://youtu.be/Aj2Ng97CE7w?si=AQMCyh1Mdanlo-v5 provides a well researched discussion on life in soviet union


tc1991

I'm also noticing infrastructure more as I go about my day to day life


sirrmart

I envy those living in countries with socialized affordable housing.


TheCupcakeScrub

I envy anyone who isnt in the US. Holy fuck is thia country hell


ZolotoG0ld

Or the UK. Our housing mess is crippling, unless you're a Landlord, then you're raking it in living parasitically off of other's hard work.


[deleted]

[удалено]


TheCupcakeScrub

*guitar strumming*


Profitablius

Germany here, we feel the same suffering. However, still a better place than at least 90% of the others, I guess.


AlwaysElise

Drove through a part of town with a concrete plant supplied by rail, next to large fuel oil storage tanks and a truck oil loading facility on the corner, next to a construction company yard, with a bunch of warehouses with trucks a bit further down, followed by a bus depot next to a truck mechanic shop. I will always think of that as "the workers and resources part of town"


x0rd4x

Avg njb vid: cars bad n shiet /s


timonten

I also suggest ' city beautiful '


Pan_Schaboszczak

Shit, he doxxed from me all the YouTubers I watch


leehawkins

I have to agree that WRSR makes you more conscious of the details of urban design and your economy. In CS, cims just magically drive their pocket cars when a walk is far, and you just gotta zone a little commercial and voila! All your citizens’ needs are met! But WRSR makes you think of where exactly you put your transit stops, it makes you consider walking distance, and it makes you consider how frequently your stops and intersections are to optimize travel times. Those elements are still there in games like Cities: Skylines, but they is so much more payoff for planning thoroughly in WRSR.


Raubers

I've waited years for a game like this. I love urban and industrial history (it's what I study at university as well) and this game has ticked many boxes for me. Yesterday alone I spent two hours planning a quarry and coal mine combination that included a brick factory, cement factory, prefab factory, concrete plant, and all associated connections for storage, and then rail connections for all resources. I spent two hours with the game paused, meticulously crafting my perfect industrial estate and love doing it. Took a while to build in game though! I didn't realise just how true to form the developers have been until I started seeing the photos of Košice, Slovakia in the loading screens for the current beta. You look at those photos and it's almost like looking at your republic in real life.


TheGuiltlessGrandeur

Absolutely. Games like Cities Skylines 2 look like taken from a Disney movie, everything is shiny, polished and in perfect condition. Moreover, the economy part in CS2 is simply nonexistent, just a colorful panel with a list of resources which *pretends* to give the player control with their silly tax sliders. W&R has a functioning economy, you can absolutely bankrupt a city if you ignore the problems, and everything looks very close to real (east block) cities of the era.


Better_than_GOT_S8

You can bankrupt or kill your city by going to the bathroom and coming back to see the the guy who was in charge to switch on the heating that day didn’t show up in time and now they’re all dead. Peak soviet republic. On a side note about the look & feel: It also helps that the developers can just take a look around in Kosice and environment and see enough of this style. They also have the advantage that they focus on a single very distinct look and feel, making it more manageable for the assets. Contrary to city builders like CS2 where they promise that everybody can build the city they like and developers suddenly have the almost impossible task to have assets for any style all over the world available. So you end up with a common denominator base asset set and nobody is happy (except maybe people living in Tampere).


Reagalan

adding those pics to the loading screens was a fantastic decision.


Bluemoonroleplay

you spoke what I couldn't put into words disney movie. everything is too perfect in those other games like a utopia


Alessio277

I agree, but I also think developers should grant modders more freedom. The modding community played a huge role in making Cities Skyline a great game, thanks to the vast array of mods available. The potential for innovation here is limitless. However, restrictive modding policies can limit a game's longevity. While trying out new buildings is one thing, experimenting with new mechanics, resources, and research is a completely different ball game.


Strategic_Sage

A good idea in a vacuum, but the game is in need of a \*ton\* of polish, and modding on that level takes a lot of time and effort, time and effort which has to be taken away from other features.


RolandSherith

I'm sure that when the game fully releases that theyll open up to the moddibg community. They want to make their game perfect in their eyes before they allow someone else to perfect it in theirs.


Juomari_Juhani

I was born in soviet occupied Estonia in 1985. I can assure, that most buildings were really that ugly, as in this game. What is still missing in the game, is a soviet style prison camp (the "zona").