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Soviet Republic is more city builder, if you like making transport lines I recommend TF2 if you like making transport lines while creating a city ( or nation )
I recommend Soviet Republic..
it's by far one of the best city builder I ever played
WRSR = hardcore micromanagement with multiple questions or sandbox "draw city" mode (there are 2 common playstyles).
Choose your style.
If you are a fan of transport games, maybe you get puzzled, as I was, by how passenger transportation works in both games:
a) In TF2, passengers have a routine that includes going to work/leisure and back home. Each person have a destination and can ride your transport network in order to get to the place they want.
b) in WR, passengers also have a routine, but they don't have destinations. The game in each step, decides, at random, where they go until they eventually reach a place/building suitable for their needs. And, what's worse, they are teleported back home after finishing their work, leisure, etc. That means that you can't make sensible lines expecting people to ride a bus in both directions, for instance.
So, WR doesn't qualify as a pure transport game where you have to design a correct transport network with lines, hubs, etc. Graphics are also much better in TF2 and suitable to build something similar to a railway model. You can ride vehicles and it's very realistic. The terrain is also better and construction is easier.
If you can't live without all that, WR is a much more detailed simulation with a lot of aspects you can play with (and with the option to activate some of them or not). It's a much more difficult game too. Development is very active and you can see awesome new things every few months. People also say that the defective transport simulation is compensated by being able to simulate more population with the same computer power, but I haven't had any problem in any of the two games.
Thats basically the difference.
You can set up supply chains and transportation networks in either game, but W&R:SR has so much more depth (like winter mechanics or population mechanics) that makes for a more enriching challenge. TF2 has a lot better focus on what it offers, namely better graphics, user interface, and quality of life, and it is a lot easier to learn than W&R:SR, but it also is much less complex.
I would get TF2 if you wanted something more casual or easier to play, and I'd get W&R:SR if you want more of a challenge or more "meat" to sink your teeth into.
and..................
there you go :)
I have more experience playing WRSR than TF2 and yet I'm finding that they are both MOST enjoyable at providing hours and hours of entertainment, somewhat differently but also with some overlapping similarities.
It would be impossible for me to say that one is preferred over the other.
However.......
Due to TF 2 being on sale AND WRSR heading towards a VERY major, and final, update before it leaves EA I suggest looking at TF 2 first and then strongly consider WRSR when it is out of Early Access (EA).
I suggest that only due to the scope and scale of the impending update for WRSR, it will be hitting the Internal build for me and others to test soon. It is phenomenal in what it intends to add to the game. You can read about some of that here....
https://www.sovietrepublic.net/roadmap
.......of course you could buy it whilst in EA, nothing wrong with supporting the Devs, it is just that a lot of the base mechanics and how you develop your map will change quite significantly following this impending update.
Bottom line, buy BOTH :)
I would suggest that there is a lot more depth to WRSR, but so much of that is intending to be optional, to a point. Hopefully by the time it leaves EA it will be more accessible and balanced, all of that, and more, will happen as it leaves EA.
But buying into TF 2 at this stage of the games full release offers a pretty well polished playing experience, in what it does offer.
The only thing that you will complain about is the lack of hours in a day to enjoy them as much as you would wish to :)
It seems that WR has a stochastic approach.
While it's fine to start a day that way (i.e. workers stochastically spawn and plan their day), I also find it annoying that they teleport back. It has a bad impact on the game, as you have to concentrate on getting the workers to work, but then drive back empty. That would be better solved in a different way.
Another advantage of teleporting is that it simplifies planning your workforce because you can reliably plan for 3-4 citizens per job.
Does it really matter if they don't ride back? You don't collect fares in this game nor does their weight affect a vehicles performance that much. You could just pretend that they took transportation home.
If you take this seriously, the transport vehicles should also disappear when they have arrived. I can pretend they drove back.
Why stop here, why not pretend the whole game works as I want and play only in my imagination?
Despite this game being a simulation, there are plenty of "realistic aspects" that are abstracted or entirely ignored in this game and others, so why is citizens not making a return trip that doesn't really matter so bad?