Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Research is way too fast
I thought it'd take a few years to get through it all but within less than a year with my tech uni and Party HQ I'm already doing "late game" tech, yet my first city is still super young.
Feels unbalanced and really not like something I'm working on long term, if I can get all that I want within ingame months, yet the game goes on for decades
Originally posted by Silent_Shadow:
Yeah. You can change how many workdays each research needs in the research.ini file in the game files. An extra zero is a good start.
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Showing 1-15 of 22 comments
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Silent_Shadow Oct 17, 2023 @ 1:15pm 
Yeah. You can change how many workdays each research needs in the research.ini file in the game files. An extra zero is a good start.
Kraft ☢ Squad Oct 17, 2023 @ 1:46pm 
Originally posted by Silent_Shadow:
Yeah. You can change how many workdays each research needs in the research.ini file in the game files. An extra zero is a good start.
Thank you for the hint, Ill do that!
fjorkar Oct 18, 2023 @ 11:39am 
Well, some research could be done quickly, some more slowly, after all we start in 1960, some research should be used as a training phase (vaccination, DO) and some take a long time (nuclear power, wind turbines, etc.)
Brian_Schaaf Jun 25, 2024 @ 5:20pm 
Originally posted by Silent_Shadow:
Yeah. You can change how many workdays each research needs in the research.ini file in the game files. An extra zero is a good start.
Where is the ini file that has this settings? The only one I've found so far after going through so many folders is the one inside the research folder but only cost is listed that can be modified. There wasn't a line for amount of time to take doing each research.
Silent_Shadow Jun 26, 2024 @ 12:55am 
You're looking for the research.ini file in the SovietRepublic\media_soviet\research folder.
The number of workdays is defined for each tech with the $COST tag.
Sir Snuffles Jun 26, 2024 @ 1:12am 
play on realistic? it'll take you 3-5 years just to get a small town alive and functioning in the green, let alone researching tech
Silent_Shadow Jun 26, 2024 @ 1:32am 
You can get a small town up and running before the first winter in realistic mode, and most of the research can be done in the next year if you rush the universities.
☭ SKA-6053 ☭ Jun 26, 2024 @ 2:38am 
Originally posted by Kraft ♥ Squad:
I thought it'd take a few years to get through it all but within less than a year with my tech uni and Party HQ I'm already doing "late game" tech, yet my first city is still super young.
Feels unbalanced and really not like something I'm working on long term, if I can get all that I want within ingame months, yet the game goes on for decades

In early game the research is quite time consuming. Especially if you want the initial city setup to be convenient, you will have to complete few researches with imported workforce before launching your actual city.

What I did was like:
>Build small technical university and small party HQ + a heater.
>Supply them with imported workforce
>Research distribution offices, waste sorting and processing to heat, oil-powerplant and build them from the get go.

I did this because my plan was to receive foreign currency in early game by importing toxic waste, and then separating the aluminium and sell it. Importing toxic waste in itself would easily cover the expenses caused by the chemicals required by the waste processing plant, and the aluminium would all be just profit.

Also I didn't want to build a regular incinerator just for nothing. It would be better to just build the heat/power incinerator right away.
Last edited by ☭ SKA-6053 ☭; Jun 26, 2024 @ 2:40am
Silent_Shadow Jun 26, 2024 @ 2:54am 
Originally posted by ☭ SKA-6053 ☭:
Especially if you want the initial city setup to be convenient, you will have to complete few researches with imported workforce before launching your actual city.
No. Just no.
Skinner Jun 26, 2024 @ 3:13am 
Originally posted by ☭ SKA-6053 ☭:
In early game the research is quite time consuming. Especially if you want the initial city setup to be convenient, you will have to complete few researches with imported workforce before launching your actual city.

What I did was like:
>Build small technical university and small party HQ + a heater.
>Supply them with imported workforce
>Research distribution offices, waste sorting and processing to heat, oil-powerplant and build them from the get go.

I did this because my plan was to receive foreign currency in early game by importing toxic waste, and then separating the aluminium and sell it. Importing toxic waste in itself would easily cover the expenses caused by the chemicals required by the waste processing plant, and the aluminium would all be just profit.

Also I didn't want to build a regular incinerator just for nothing. It would be better to just build the heat/power incinerator right away.
I think these are the worst advises I have ever read so I am not sure if you're actually trolling.
- Researching with foreign manpower... no, just no!
- Cleaning imported haz. waste does not bring any profit with foreign manpower
- Sorting imported waste is the same
- Heat/power incinerators are just bad and should be used as an extra redundancy system. But are bad, in general, especially for newcommers.
ling.speed Jun 26, 2024 @ 3:39am 
"No. Just no." KEKW

I'd love to see a ahead of time penalty where it takes exponentially more to research stuff too early. Doubt there is a mod that can do that but if there is...
Silent_Shadow Jun 26, 2024 @ 4:22am 
Originally posted by Skinner:
- Heat/power incinerators are just bad and should be used as an extra redundancy system. But are bad, in general, especially for newcommers.
They are okay, but they really should be used like wind and solar: as methods to reduce pollution and power plant fuel usage.
☭ SKA-6053 ☭ Jun 26, 2024 @ 4:25am 
Originally posted by Skinner:
Originally posted by ☭ SKA-6053 ☭:
In early game the research is quite time consuming. Especially if you want the initial city setup to be convenient, you will have to complete few researches with imported workforce before launching your actual city.

What I did was like:
>Build small technical university and small party HQ + a heater.
>Supply them with imported workforce
>Research distribution offices, waste sorting and processing to heat, oil-powerplant and build them from the get go.

I did this because my plan was to receive foreign currency in early game by importing toxic waste, and then separating the aluminium and sell it. Importing toxic waste in itself would easily cover the expenses caused by the chemicals required by the waste processing plant, and the aluminium would all be just profit.

Also I didn't want to build a regular incinerator just for nothing. It would be better to just build the heat/power incinerator right away.
I think these are the worst advises I have ever read so I am not sure if you're actually trolling.
- Researching with foreign manpower... no, just no!
- Cleaning imported haz. waste does not bring any profit with foreign manpower
- Sorting imported waste is the same
- Heat/power incinerators are just bad and should be used as an extra redundancy system. But are bad, in general, especially for newcommers.


I didn't mean cleaning waste with imported labour. I just meant using imported labour to complete these specific researches I mentioned in order to unlock certain buildings. Research with foreign manpower is not that difficult, if you have two border checkpoints near eachother. By building an asphalt road between them and the university, you can easily supply the university with enough workers to complete these researches in the beginning. There is no point trying to maintain and upkeep a small city for just to research stuff if they cannot otherwise sustain themselves. There would have to be all the facilities built anyway, so imported labour which does not require any upkeep besides the initial fee is much better.

I didn't mean toxic waste imports as a money hack or anything, I did it purely because I wanted to do recycling business.
Last edited by ☭ SKA-6053 ☭; Jun 26, 2024 @ 4:31am
ling.speed Jun 26, 2024 @ 4:58am 
Originally posted by ☭ SKA-6053 ☭:
There is no point trying to maintain and upkeep a small city for just to research stuff if they cannot otherwise sustain themselves.
Cost of a foregin worker early on: about 9 rubles ... per shift.
Cost of a citizen early on: about 100 rubles ... PER YEAR.
☭ SKA-6053 ☭ Jun 26, 2024 @ 5:09am 
Originally posted by ling.speed:
Originally posted by ☭ SKA-6053 ☭:
There is no point trying to maintain and upkeep a small city for just to research stuff if they cannot otherwise sustain themselves.
Cost of a foregin worker early on: about 9 rubles ... per shift.
Cost of a citizen early on: about 100 rubles ... PER YEAR.

But is that 100 rubles just the cost of an invitation? Or does it include food, electronic, clothing, heating, water and the resources required for building maintanence? + those citizens will need sports facilities, medical attention, police, school and kindergarten aswell. So upkeeping just 10 people doing research, you would need another 30 to maintain the everyday services on theoretical minimum personel (in practice they need more to keep the services constantly functional). Then multiply this by 10 years.
Last edited by ☭ SKA-6053 ☭; Jun 26, 2024 @ 5:28am
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Date Posted: Oct 17, 2023 @ 1:00pm
Posts: 22