Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Richon Nov 12, 2023 @ 4:06pm
Free Construction Office Question
Is the limit a total number that can ever be built? Or a total number that can exist at one time?

By this I mean: if I destroy an unneeded free construction office, can I rebuild it elsewhere? Or do I only get seven to place in total, and once they're destroyed they're gone for good?
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Showing 1-14 of 14 comments
nevryn Nov 12, 2023 @ 4:09pm 
You can only have 7 active at any one time. There are similar limits on all the 'free' services and depots
nkm57 Nov 12, 2023 @ 4:14pm 
The ''free'' building in this game is like a tent,you can build it anywhere with limited building on a map.They can be relocate for free and dont generate waste like normal building when demolish.
Last edited by nkm57; Nov 12, 2023 @ 4:15pm
vajeeking Nov 12, 2023 @ 4:21pm 
there is also free distribution office ,and it locked the research, but you can use it
Silent_Shadow Nov 12, 2023 @ 4:45pm 
You can only have that many of the building placed at a time. Deleting one allows you to place it again somewhere else.
Richon Nov 12, 2023 @ 6:13pm 
Thank you all for the answers! That really helps my planning!
BareJag Nov 13, 2023 @ 10:22am 
Originally posted by vajeeking:
there is also free distribution office ,and it locked the research, but you can use it
It's not locked by research. It's the only DO that does not need research, and therefore essential for a smooth startup of your republic.

As others have mentioned already, the free buildings are limited in how may active ones you may have. So feel free to relocate them as soon as you need. If combined with dirt-roads they are very useful as temporary infrastructure in new building sites.
Last edited by BareJag; Nov 13, 2023 @ 10:23am
vajeeking Nov 13, 2023 @ 10:58am 
Originally posted by BareJag:
Originally posted by vajeeking:
there is also free distribution office ,and it locked the research, but you can use it
It's not locked by research. It's the only DO that does not need research, and therefore essential for a smooth startup of your republic.

As others have mentioned already, the free buildings are limited in how may active ones you may have. So feel free to relocate them as soon as you need. If combined with dirt-roads they are very useful as temporary infrastructure in new building sites.
I mean you cant use normal DO to build those are locked , but free is available
Pringles Nov 13, 2023 @ 12:35pm 
Hey I'm in realistic mode but how do I build anything, I don't have any workers living in my republic?
Silent_Shadow Nov 13, 2023 @ 12:41pm 
Originally posted by Pringles:
Hey I'm in realistic mode but how do I build anything, I don't have any workers living in my republic?
You have to use foreign workers from the customs house. You can put a bus in a free CO and assign the Customs house as the source for workers in order to get the CO to bring foreign workers to any construction site.

You can also set a bus on a line/schedule but this is more limited and harder to use.

All construction materials can be imported this way too.
Last edited by Silent_Shadow; Nov 13, 2023 @ 12:41pm
Pringles Nov 13, 2023 @ 12:45pm 
Ok thanks a lot!
Pringles Nov 13, 2023 @ 12:52pm 
By the way how am I supposed to build building with no road connection like school and football field?
Silent_Shadow Nov 13, 2023 @ 12:58pm 
You're welcome.

Construction vehicles can use footpaths to access buildings without a road connection, but if a building has a "parking spots for vehicles" or a "station for vehicle loading/unloading" listed in its building menu tooltip (like the grocery, police stations, heating plant, etc.), then you have to provide road access or they probably won't build it.

Some buildings also have one-way entrances and exits (notably the newer grain silos and bus stations) that COs will not build unless there is a path in and out through these one-way road connections.
joeball123 Nov 13, 2023 @ 1:06pm 
I'll comment that workdays are relatively expensive, the game doesn't do a great job of scheduling worker drop-offs (or, for that matter, of limiting the number of workers delivered to something reasonable for the amount of work that needs to be done), and a customs house only has so many workers at a time, so you may want to micromanage whichever CO is responsible for bringing foreign workers to a worksite instead of leaving it on automatic and it might even be worth having two or three vans/buses that you can rotate between the CO and a depot depending on the size of the project you're working on.
Silent_Shadow Nov 13, 2023 @ 1:13pm 
↑ This is true ↑.

Most tasks can be completed with just machine labor, which saves a lot of money:
• Bulldozers and excavators can complete gravel roads (bulldozers are much better at it)
• Excavators can complete the "groundworks" phase of buildings.
• Pavers and rollers can complete the later phases of asphalt roads.

The main issue is limited slots for these mechanisms, which usually means extra time is needed for them to finish a job. If you need something built faster, you can always dump extra workers on the job.

Everything else needs workers, but if you bring a crane (road crane or tower crane), a number of workers equal to the crane's speed/level rating will have their workday output multiplied by ~5.5, which means you can use less than 20% of the workers. I find three FZK A07 vans and the V3S road crane is good enough in the early game for minimizing the costs and waste of labor.

Republic workers are also a lot cheaper to pay for (importing goods for them) compared to hiring foreign labor. (~0.5 to 1 ruble per workday for republic workers vs. 9 rubles per workday for foreign workers)
Last edited by Silent_Shadow; Nov 13, 2023 @ 1:17pm
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Date Posted: Nov 12, 2023 @ 4:06pm
Posts: 14