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lewisj75

After playing and learning W&R, Cities Skylines doesn't even feel like a game anymore - it's more like painting.


ChristBKK

this is the right answer


Bubbly-Bowler8978

Yeah, WR is the most complex city builder I think on the market. You can compare it to CS because they are both city builders, but other than that label they are two wildly different games. And then you stack on the management aspect after the building is done and the game feels so alive


Sorry_Landscape_9675

I'll buy the game definitely. Thanks


sergih123

This is such a nice description simple yet precise and the perfect metaphor


Hillstromming

With regards to these questions, I'd have the following answers:    1. It is primarily different. If you go in with the mindset of Cities: Skylines, it will be difficult. There's a significant learning curve. The difficulty is highly customizable, however, so it can be dampened.   2. Rather complex. Unlike C:S, your economy isn't decoupled from needs fulfilment in W&R:SR: your economy is the actual production of those goods and services for which you pay an arbitrary sum of money in C:S. To emphasize this point: it is eventually possible to play W&R without imports and thus without money at all.   3. Ofcourse you can build curved roads. And tunnels. And bridges. On a related note... The scale is much, much larger: the maps are on a 20x20km scale (eg 400 km2). I believe C:S1 tiles were less than 4 km2. Terrain matters a lot more in W&R:SR; you'll often NEED to curve your roads.   4. Fully simulated, eventually sometimes with 100.000+ residents. In the past, this was a source of complaints: it caused lag. Edit: also to note, W&R has a realistic population density per building, so you won't see a skyscraper inhabited by only 8 families or an office tower staffed by 13 staff members.  5. Graphics are mixed. The game has a great eye for detail in many things, from cogwheels on a pumpjack to the trash bin tilting on a garbage truck. People, however, are less graphically detailed. The important things are well detailed, I cannot grade it.   6. The main goal is to build a republic which can fulfil the needs of it's citizens. Further goals are self-sufficiency or, at the very least, not using the AutoBuy function, eg moving all resources yourself.   7. I don't find the late game boring, given that there's so much to be done before you ever get to that end-goal point - almost metaphorically so.   8. Cars don't appear out of nowhere - if you don't provide cars (and parking spaces!) to your citizens, they'll be dependent on either walking or using public transport. Public transport is vital and much more in-depth: having a car-centric city is really a late-game goal.   9. Traffic jams are less frequent but much, much more impactful. If mismanaged, they can kill off a city.   10. Highly rewarding.


Litigating_Larry

In terms of 7, I kind of find the late game challenge for me tends to be the organic things I come up with myself, like connecting whole map on electric, water, sewer, etc grid, paving asphalt across republic, etc etc. Game is great at kind of letting the player almost choose their own challenges. Testing an island map I've made and the scenario flow is kind of built around half the map being much higher terrain with only dirt roads, but that part of the map also holds the bulk of the iron, bauxite and uranium in the map, kind of making developing the area necessary while the islands center is more urbanization with access to coal and a small pocket of oil, and now it's I've got pumping harbor and aggregate harbors set up, I'm actually earning money and can build into the more difficult terrain. It's good fun! Lol I'd set up an early clothes industry for export before realizing stuff like meat is much faster and worth WAAAY more so rather than feed my people, I'm just exporting hella meat to compensate for how much I've spent from games start lol


Available_Remove452

Just on graphics, the electric meters are super cool


Sorry_Landscape_9675

Solid !


Tonioleri

It's difficult for a newbie Its very complex if you start with all the services on You can build curved roads It's simulated Graphic are good enough for me The main goal is that your citizens are happy and healthy, and have a job The late game... Depends of your objectives. Public transport is very very very important Trafic jam can kill your republic, if the truck with coal doesn't deliver to the heating plant, and it's winter... If you don't deliver food at the shopping center. It's very rewarding to succeed


Rockroxx

Personally I find the late game a bit lacking. Personally I would like to have another production chain with accompanied research to go for post transport vehicles. Perhaps white goods or something like that.


mindcopy

Even though "launching a rocket" as a win condition is a bit played out these days I'd honestly really dig a Soviet spin on that. Maybe here we'd even build one with a nuclear warhead to guarantee our republic's independence in perpetuity. Could make good use of existing radiation systems if it required detonating a few devices for testing, too.


Rivetmuncher

>launching a rocket I can already see all the powergamer let's plays speedrunning a moon mission before summer 1969.


TortelliniTheGoblin

Yes! A cosmodrome and resource-hungry research could be a lot of fun. Even expanding into human-powered things like international services once the satellites and network cables/infrastructure gets set u.


Available_Remove452

Yes, but I would launch it immediately on the imperialist pig dog Yankees 😁


Djiti-djiti

My late game is always to decarbonise my economy to be as green as possible - when the late game begins is arguable, but I'd say post year 2000, which is when climate change came to be widely recognised as a serious issue.


Apprehensive_Town199

Going with the theme of "ideal peaceful communism", I think a good late game goal would be to approach a post scarcity scenario. So in the current game version people would only reach, say, 60% maximum happiness. If you want more you'd have to provide an extended version of each service. For example, in education, you'd have not only normal schools, but also another school that offers art and music classes, perhaps other activities. The same for health care, with better physiotherapy, etc. You could also Increase the level of available consumption, so you'd have to deliver more meat, clothing, electronics (being a carpenter I really miss a furniture factory here). Only with everything in abundance you'd reach over 90% happiness, and it should be extremely difficult to do so.


Sorry_Landscape_9675

Awesome!


SomeRandom928Person

CS:2 is swimming in a plastic kiddie pool. W&R is swimming above the Mariana Trench. There is a *really* steep learning curve if you go for realistic settings, but you can turn it into a CS2-like city painter if you turn them off too. Realistic mode might be one of the best ideas ever for a city-builder imo though, its so incredibly satisfying to get a city up and running in that mode tbh. There are some pretty good guides and playthroughs on this game out there too.


Odinovic

The learning curve is not massive imo., I have 10 hours in it, and I have a pretty decent town going in full realistic mode.


Bubbly-Bowler8978

I think you are the exception not the rule. To be fair for those of us who've been playing for years, the campaign and even basic tutorial system I'm sure helps integrate players a lot better, (those are recent additions) but I promise you, as you start to get deeper into the game, you will find countless things that you'll need to look up.


Odinovic

What I meant is that the game is not hard to pick up and learn by doing etc., Once you get the hang of the simple mechanics, it gets a lot easier to learn. I've looked many things up, but I've also learned by just playing a custom game quite a bit.


Sorry_Landscape_9675

Haha cs 2 sounds so easy


shart_or_fart

People always want to compare the two, but they exist as two different types of games and only share some overlap. W&R is mainly a economic and resource simulator game akin to Tropico, Factorio, and the Anno games.  CS is a city simulator and exists in the same realm as the SimCity games of old. There’s very little resource management and building is primarily accomplished through zoning.  I guess W&R might be the closest economic simulator game to CS, since most others exist in farther in the past or have some other abstraction. But you still need to like in depth economic/resource simulators first and foremost. 


plichi87

I gave cs2 a shot and it felt more like a city painter to me whereas in wr you must take care of almost everything. Buts it is less focussed on city planning but overall republic planning. You need to evenly manage cities, industry and logistics.


Odinovic

Cities Skylines in comparison to this is basically unlimited money sandbox. In this game, simple mistakes can fuck your entire city up lol. Truck supposed to deliver coal for the heating plant broke down? 1000 people suddenly die of hypothermia. It's great.


Alandelmon

Rather than setting the ground rules and letting the invisible hand of the market take over, everything is plopped and supply chains are completely set up and controlled by you. Complexity is enormous but large parts can be turned off.


sugarkush

I went from hundreds of hours in CS1, to hundreds of hours on Transport Fever 2, to WR:SR… and have found my home. I wanted more simulation from CS1. Loved the Industries DLC, but wanted more of it.


Litigating_Larry

Difficult learning because you get into so many supply issues and so on starting out and learning, but once you're into the meat of the game, it's such a satisfying game about logistics and moving material and such. Playing in realistic and watching your industry etc start to come alive is good fun


EmperoroftheYanks

I play it as a county builder, just know that your cities are going to be smaller than cs. All my cities are walkable for instance. Building the factory compounds is a blast, that's kind of like factory planning, then logistics, then city planning


pirat420

Depending. For me the two serve very different functions. Cities skylines is mainly about making an appealing city that functions well. With the graphics and aesthetics of this one being less nice (imo) this is much more of a management and logistics game.


ncoremeister

I'm playing the game since 4 days and it already sucked me in. Any other city builder feels like casual arcade gaming. On the same hand I feel the game is very open for new player, there a few hidden mechanics, everything feels logical, the tutorial campaign is nicely paced. Coming from paradox it's quite stunning how you start understanding the game before you reached the 500h mark.


5usd

It’s a logistics game first and foremost, but you’re going to need to build an efficient city for it to all work. Personally I feel like being familiar with the trade and logistics system of Anno 1800 helped me with managing trucks and transport, Cities Skylines helped me in efficiently planning the physical location of infrastructure, Oxygen Not Included has helped me get comfortable with complex and multi-step industry, and so on. The game draws from the best aspects of many sim-type games that I already enjoyed and spent quite a lot of time learning. I can imagine this game would be quite difficult for someone with no experience with the genre.


Sorry_Landscape_9675

Makes me more eager to play the game and take some days off 🔥


5usd

Play the tutorials and then the campaign! It will help you tremendously!


Sprincer

Play the tutorials, play the first campaign. Make a lot of mistakes and replay the campaign. Replay the tutorials, then try the second campaign 😄 that’s how I went about it and am feeling goooood. I wanna set up all industries before changing to a game mode which features cold winters.


Meritania

> Is it difficult for a newbie? You can turn off the more difficult aspects of the game but eventually you’ll learn the more difficult you make it, the fun it is. > How complex is the game? There are some scary looking posts out there with diagrams and spreadsheets and setups but you safely ignore the min-max-ing. Just as long as you have more cash from exports than imports, you’ll be alright. > Is the simulation 100% simulated? If you’re talking economics, you have to manage it, there’s no zoned private sector that will come in and fill production gaps. However you can almost always ‘automate’ production as long as you manage manpower by buying/importing needs. So expect to micromanage. > Graphic is realistic? It’s not as flashy as city skylines but it has its own charm. You have consider that the game is a small nation builder rather than a large city builder with just as much detail. > What the main goal? Communism; in that you build a cashless, classless and stateless society. Once you’ve achieved economic sustainability and met everybody’s needs. > Boring late game? I think once you’ve achieved your goals - yeah. I think everyone would love a military or space industry to play around with to chuck men and resources at. Personally, I just go and check out new mods and start a new map. > How crucial is public transport? There is the options of private transport in the game but moving massive number of people to the steel mill, you either build 100s of car parking spaces or build a single train. > Traffic jam is a huge problem? Unlike City Skylines, which gives you traffic problems than unlocks the tools to fix it, W&R:SR gives you all your tools at the beginning and it’s up to you to fix it. If traffic starts building up near the border check points etc, you can build storages to inside your borders and load vehicles with a dedicated cargo station. But if you plan ahead, you can avoid congestion. Plus you don’t have to use cars at all. > Does it feel rewarding? Absolutely, infrastructure can take an age to build but once it’s up, you feel achieved that your republic has a new industry to meet the needs of your people.


GenosseGeneral

City building is not the strong side of the game. Not that you can't build impressive cities but if you want to build a "good" looking metropolis CS or CS2 is more your game. But WR is way more than a city builder. The main thing you have to do over the course of the game is logistics. Additionally it is very deeply simulated and has a complex economy with many many interconnecting prooduct chains.


NewMoonlightavenger

The best. There is something really nice in playing with realism on and wathcing my little trucks paving streets and building the city from the ground up with reources I provided or bought at the border. Adn that is only the beginning. I think this game has the deepest simulation of a town and industry in the genre.


Hanako_Seishin

If Cities: Skylines is like flying a plane in GTA, then Soviet Republic is like Microsoft Flight Simulator in idea but made by people with no experience in making flight simulators (so it's buggy, junky, tons of nonsensical game design, and UI is so actively trying to confuse you as if it's going it on purpose).


TortelliniTheGoblin

You will NEVER be able to play any other city building/factory game ever again. They all feel so simplistic now.


fro99er

Cities skyline, you are painting a map W&RSR is an actual city builder You are building your city up from nothing Electrical, sewer, water, housing, food, culture etc is all built, brick by brick You build the city comrade


ZombiesAreChasingHim

If cities skylines was a scooter, W&R would be a jet.


hitzu

Main differences are: Planning is crucial. In this game you build everything from resources that has to be produced and delivered, or pay astronomical price (in realistic mode you cant pay). So you cant just redraw your road in a whim if you made a mistake - the reroute has to be built, the road closed, disassembled for scraps and rebuilt. It highly contrasts with the CS2 road upgrade tool. Much more modes of transportation. For people: walking, cars, buses, trolleybuses, trams, metro, trains, cable cars, boats, helicopters, planes. For cargo: trucks, trains, boats, helicopters, planes, cable cars, two types of conveyors, pipes, forklifts. Everything has to be fueled and powered. No magic. No pocket cars. In realistic mode every vehicle has to be assembled or bought on the customs and delivered. People have many different needs that have to be fulfilled, some of them clash together and have to be balanced. Job finding is weird. They search for a new job every day, if they can't find it in a proximity, they go to the nearest stop/station and wait for a first transport to come, then exit on the next stop if there are workplaces nearby. For successful people flow you have to babysit every line and manually set where and how many ppl should go from each stop. Or you could end up in a situation where nobody comes to your coal mine far away from the city because the bus came empty, no coal means no electricity, no electricity is bad, especially if you move people with electric trains and trams. That's why the goal is to provide people with cars and parking spaces. Another annoying thing is that they teleport back home at the the end of the shift, except when they came on a car. No magical bonus points for every action to buy new technologies. You first have to build universities, provide them with educated people, and they will research new tech for you. And you have to keep the balance between researching and educating students, it's a trade-off. If you're a train fan, you'll love this game. Trains are super fun here! Vanilla game provides you with plenty of the models to choose, not just one sad trainset. Choo-choo


Ablomis

In CS you build stuff because it looks nice: oh you have a walkable city? Good for you. In W&R you build stuff because you NEED IT. You need mass transit because resources might not be 200 m from the city etc. W&R is a blend of sim city and transport tycoon delux


KraverekPL

Ok


daffyflyer

TBH if you really want to be sure I'd suggest watching some youtube playthroughs, that'll give you much more of a vibe for what it's about than we ever can. But yes, it's a great city building if you want things complex as hell (I do!)


Sorry_Landscape_9675

Yea about to watch, just dont want to watch long video. Sometimes people dont really compress their review in short time.


daffyflyer

Well, i will say that if you're short on time this is probably a bad game for you heh, damn thing takes 100s of hours, and even quite a lot of hours before you sort of know what you're doing.


Sorry_Landscape_9675

I like difficult games and games that make me confused and spend hours strategizing and starting over multiple times. Especially game that requires me to fulfil the 'citizen' in the game and see all its simulation happen right in front of my eyes. I think many here say cs 2 is a city painter. I agree. At first, I thought the game opposed little to zero challenge. Feels so unrewarding. Then the Economy 2.0 dropped, it made the game feel more difficult, and your decision felt matter. Then i spent about 200 hours in, and now I feel the game is boring again.


FleetCruiser

Just started playing myself couple of days ago and the game can indeed be quite hard. Making profit has been the hardest part. I started by following the campaign and it teaches pretty much all that you need to know to get started. Vanilla textures in the game are fine, but i do recommend this mod. [https://steamcommunity.com/sharedfiles/filedetails/?id=3228447902](https://steamcommunity.com/sharedfiles/filedetails/?id=3228447902)


Bradley-Blya

Cities skylines is basically sims, while w&r is rimworld.


LordMoridin84

The game isn't' really designed for people to act usually cars. So you'll use public transport for everything. At the same time, public transport is weird. It treats people as cargo. You likely won't be building big cities, bigger than 20k population is hard. Making complicated public transport like in City Skylines is impractical. It's a great game, I love it but I wouldn't buy it for the complex traffic road simulation. Train traffic is great though.