Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Fiend May 1, 2022 @ 4:49pm
2
Need more death info.
I've been away from the game for a few months, and just started playing again recently.
With the introduction of crime, water & sewage, the game has got considerably harder, and the minimum viable population for a town is something like 1000 now, rather than 500 or so.
The biggest frustration though is unexplained deaths. The game gives far too little information about where and why people are dying. I regularly experience sudden bouts of deaths with no explanation.
My town of around 800 has reliable heating, hospital, food, etc.
Citizens are not complaining (other than pub, electronics, sport).
Average health 70-80%.
Pollution is not high.
Sewage is not overflowing.
Water quality is 99%.
Global events are off.

The game is just giving me no useful information here.

Can we please have:
- Recent deaths added to overlay.
- Some report giving common causes of death. Maybe at the hospital or police station.
- A single button to switch off auto-migration for the whole map.
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Showing 1-13 of 13 comments
hjkdsfkhjn May 1, 2022 @ 10:34pm 
Cause of death statistics would be cool, +1000
4X-Fan May 1, 2022 @ 11:50pm 
I agree that this would be helpful, but it may not be so easy to do - the way I understand the game works deaths because of starvation, lack of water, alcohol, pollution or freezing are technically all happening because that conditions draw from the health a person, until it reaches zero here and dies (death of old age, disease events or by crime might be an exception). So you could probably store what took away the last "health point" of a citizen (and would likely have some misattributed reasons for death) - or you would have to somehow track for each individual what factors have reduced health by what amount over life time and then give that out as reason for death (which might be more accurate, but sounds like a performance nightmare for the game).

But as said - if somehow technically possible, getting this info would be great.
Bastardo May 1, 2022 @ 11:59pm 
Very interesting proposal. In general I agree we have way too little information and statistics available. Also, what about an annual report? Generated each year and really looking like a ”report”
Marius May 2, 2022 @ 12:21am 
When you are not sure of the sudden deaths cause, then it is that "not high pollution". In my experience now it affects much more even in low levels, since it was changed something in people's reaction some patches ago.
Last edited by Marius; May 2, 2022 @ 12:22am
dany_cesenatico May 2, 2022 @ 4:21am 
Yesterday i had the same idea!!
Please add death reason as detail
Owlchemist May 2, 2022 @ 8:57am 
Yeah I had a big death spiral and it took me hours to figure out why (after it happened again while I was paying closer attention) - water shortage due to population growth. Just sorta sneaks up in you without any notifications.
Last edited by Owlchemist; May 2, 2022 @ 8:58am
moa May 3, 2022 @ 9:08am 
Happiness also affects life expectancy, in theory lack of electronics can kill the people :steammocking:.
Novu May 3, 2022 @ 12:35pm 
Cause of death should come with a new building "cemetery."
Owlchemist May 3, 2022 @ 1:17pm 
Originally posted by Novu:
Cause of death should come with a new building "cemetery."

I'm having flashbacks of the horror that was cities skylines deathcare, lmao. Though I imagine W&R could pull off such a system better. Not a bad idea.
SiberianDev May 4, 2022 @ 3:01am 
We really need deathcare in WR:SR. It's weird how the dead magically disappear.
Cemeteries would store the dead at the expense of taking up land.
Crematories would take up less space at the expense of pollution.
Hearses would be introduced.
Last edited by SiberianDev; May 4, 2022 @ 3:04am
Wexler May 5, 2022 @ 12:33am 
Originally posted by Build The Builder:
We really need deathcare in WR:SR. It's weird how the dead magically disappear.
Cemeteries would store the dead at the expense of taking up land.
Crematories would take up less space at the expense of pollution.
Hearses would be introduced.
No, we dont need this.
SiberianDev May 5, 2022 @ 1:08am 
Originally posted by Wexler:
Originally posted by Build The Builder:
We really need deathcare in WR:SR. It's weird how the dead magically disappear.
Cemeteries would store the dead at the expense of taking up land.
Crematories would take up less space at the expense of pollution.
Hearses would be introduced.
No, we dont need this.
Maybe YOU do not want it, but there definitely will be other people who would want it.
(-_Danny_-) May 6, 2022 @ 10:32am 
Originally posted by Build The Builder:
Originally posted by Wexler:
No, we dont need this.
Maybe YOU do not want it, but there definitely will be other people who would want it.

The people want this. There :P

In all seriousness, I would love this.
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Date Posted: May 1, 2022 @ 4:49pm
Posts: 13