Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Seekirsk
   
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115.986 MB
17 Oct, 2020 @ 10:04pm
8 Jan, 2021 @ 3:26pm
18 Change Notes ( view )

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Seekirsk

Description
Seekirsk. A water-transport hub republic.

Sea and river borders on 4 sides, flat estuary plains, rugged mountains and a connecting water borne infrastructure based around a dominant estuary.

The map was created for people who really enjoy ships + river barges, and want to use them as a major transport system. A map wide in scale and scope, across river estuarine flatlands with rugged mountains surrounding. One created for those who prefer large cities and industrial heartland, but especially as a challenging map and one that lends itself to my own style of distributed play. In both cases it is supported by a river estuary based artery for your republic's heartland development, in the same way many small republics started, based on sea and river trade providing a natural geographic advantage. One designed for the republic builder who wishes to spread their socialism and economic might in later years to neighbouring states.

The design includes:
+ Carefully located and reasonably generous but dispersed resources, allowing you to select for your style of play in start up location choice and development.
+ Tourism can be situated on the many coastal areas and in the mountains.
+ A considered placement of customs points on all sides of the map. One Socialist border (upper left) has no customs point but 2x power. It is built for you to place an initial small cargo dock and buy a starter cargo barge or small ship. (Note this barge size wont have the fuel range to reach the NATO river border). Other Socialist and NATO are mostly large size, except the NATO one top left which lends itself to a water transport solution. All border points with power.
+ An initial placement of high road connection bridges in two strategic places to limit start up geographic fracturing.
+ All rivers are deepwater and navigable for barges and smaller ships. The main estuary will support full size tankers in a visual as well as game sense.
+ An ability to build bustling cities with large flat terrain options. The same with industrial complexes. Or as you decide, plenty of space for diverse metropolitan and town areas - on the plain, along the riverbanks, or an island.
+ A contour design to allow you to work with the terrain, rather than against it.
+ If you wish to play on hard mode, but want a water border export start (my favourite - significantly different and interesting) then either allow start up funds to prebuild the docks and barge, or buy them and re-set your initial rubles/dollars.
+ Keywords: water transport, river, sea, estuary, historic development, large design, flat, hard, HMC, cosmonaut, ship, barge.

The source map comes from the Nortern reaches of the Dvina River and this is the area Novodinsk - Bobrovo on which the curving river and islands were initially based. But there it ends as very considerable liberty has been made from there really with many aspects to improve game playability and balance - and to achieve the dream of growing a water based socialist republic.

Seekirsk screenshots:
Map overview
Panorama
- Northern Road Bridge
- Northern Estuary Confluence
- Southern Estuary Confluence
- Estuary Sound (central)

Resource placement views - Coal, Iron, Oil, Uranium, Bauxite.


Enjoy!
8 Comments
argent  [author] 11 Jan, 2021 @ 12:43pm 
Thanks sausage and mash, I think that will help people (and me). It happens and I believe it is a fundamental flaw in the way the nodes are constructed in the game (map editor / random map generation engine. Yes, sadly we cannot fix things in the map editor.
The map has been play tested by me (about 100 hours and tweaked / rebalanced for a better game.
I have a new map concept I have been working on, and am play testing now for my next effort that creates a whole new start approach.
Thanks for the compliment on this one, appreciated. :)
Sausage and mash 11 Jan, 2021 @ 4:50am 
@argent i just saw the conversation you were having and i think this could help, but im not sure as ive never tried it myself, of course it was @Charlie Brown asking for help with this but i thought id let you know anyway. (If you have an issue where your mouse is frozen on certain areas of the map, try going to your save folder and deleting "collision.dta" and "quadree.sta".) i think its a fix you can try on your saves, sadly it doesn't work on the map editor though. hopefully it helps, but also nice map and thx for helping me a couple moths ago!
argent  [author] 2 Jan, 2021 @ 2:46pm 
Thanks. Yes, the in game map editor - not the landscape editor - should fix it. As you know you will get more control through having a local CO, rather than the cash alternative.
Charlie Brown 2 Jan, 2021 @ 2:19pm 
Hey; additionally i tried landscape through cheat menu. It seems leveling around them, multiplies the bad nodes. And when you check the height it shows "0" .
argent  [author] 2 Jan, 2021 @ 1:52pm 
Apparently it is a random thing and can occur on the in-game map generator as well.
argent  [author] 2 Jan, 2021 @ 1:47pm 
Charlie Brown - I am advised if you terraform with normal game editor (not landscape) it should re set the bad nodes? Let me know how you go please? I am engaging with some people on discord seeking help.
argent  [author] 2 Jan, 2021 @ 1:16pm 
Thanks Charlie Brown. I will check it out. The shot gives me the location, although it is strange as I have built in that area without a problem.
Charlie Brown 2 Jan, 2021 @ 12:27pm 
Great map; appreciate the work but i found some ghost "red placement squares" in some places in the map. I can't be able to build anything around them. I hope the ss helps.

https://gtm.steamproxy.vip/ugc/1662357789764865313/1354EB88B85ADEF835934197C9C554F64AED5A33/