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Greetings, dear Comrades of the Soviet Republic. Finally, the website is back online, and we can have the reports as we used to make them before. Do not worry, we are not going to replace the team by some kind of bot or AI, and we do not want to lose our contact with community members. We are still listening and reading your feedback and suggestions, and today we have something many of you were asking for, information about the current state of the new research tree that we are planning to add to the game in the upcoming content update. There are quite a few interesting items in the tree for you to enjoy in future that you did not have access to before, but it will also be restrictive by locking access to certain features and technologies in early game.

The current research tree is not final, and we are going to add more research and there is a potential to add even more after the research will be added into game, which means you can expect even more researchable items than those available after the update will be released. We also need to consider some tweaks, and the current requirements for completing of research may be changed to make some research harder to obtain. So, there are mostly three groups of research. One group is locking of already existing technology or features, other is improvement (or buff) of existing features, and another is unlocking access to currently unavailable facilities or new features.

You need to count in that technical university will not be the only viable university in early game as the technical university is used to unlock more advanced technology. Nowadays you cannot produce chemicals, plastics mechanical components, electronic components, and electronics without research. But after the update also Steel Production, Oil Refining, Bauxite Mining, Green Energy, and Nuclear Production chain will be locked, and each Vehicle Production Line will require its own research. Additionally, the player will not have access to resource view on mini map until the respective research is done in Technical University. That means a player with active research feature will be quite limited in early game and will have to choose what direction he wants to go early, and over time he can eventually complete all research programs.


After the research will be implemented, we can see that many players will choose to build Communist HQ as first university, as it is required to unlock access to Distribution Offices and Loyalty policies which can be more important in early game. Do not worry, you will be still able to use Free Distribution offices in early game (even if only in limited number) as bringing fuel into Free Gas Station would be a real problem without them. But without completing research in the Communist HQ there will also be no access to helicopters, large monuments, high quality of living residentials, no radio broadcast, and no tourism for Your Republics. And there is also certain research that requires you to complete multiple preceding research programs in more than one university.

Then there is the Medical University which will most of players may skip in early game but later it can provide you with some broadly desired buffs for your citizens as your population with industrial output and pollution grows, which will help them to better sustain cold temperatures, pollution, lower the impact of alcohol consumption or some kind of birth control. As you can see this University offers buffs for already existing mechanics connected to citizens. But there is other research not necessarily in this university that offers improvement for something that already is in the game. As example we can use the research for pollution reducing filters, fertilizing of fields, and sustainable forestry.

We are implementing a research tree in which you need to go through certain research to get the option to complete more advanced research. And the most advanced technologies like vehicle production lines, nuclear energy and aluminium production will be last in their branch and will require significant investment into workforce especially for small population. But as bonus you will be able to research some special border connection which you cannot currently build on your own in the game like a soviet or western pipeline connection to export or import oil through pipes. In the picture below you can see the icons from the game’s research folder we currently have but more may be added.

As you can see with research implemented, you will no longer be able to do certain things without establishing your own population even some people may try to play in a way that if it burns down then I just rebuild it. Do not worry, we have another feature for you in that case which will be introduced further in future reports, and that is building demolition which means that ruins will not just disappear anymore with building and vehicle maintenance, which may require additional workforce. We hope you like the challenge we are preparing for you, and as always you will have the choice to play with or without research.


We also updated the current Roadmap with ETAs for release of information about upcoming features. You can check it here or switch to its tab on top of our website.


Another piece of news is that Peter has started an Instagram account for Soviet Republic. You can find various behind-the-scenes glimpses and interesting facts about the game and its development on this channel."


And that is all we have for you today. Until next time, enjoy life, have fun, and stay tuned for the next report.


Thank You for Your support.

3Division Team

17,079 views55 comments

Updated: 7 days ago

Greetings dear Comrades of the Soviet Republic. March is here and our glorious sowing machines have left their farms to do their job as it is each year. You do not need to be afraid of snow for at least half a year despite it is not the same in real life. But as it is in the game, even in real life things may happen according to schedule, and if certain period passes, then you can expect things to be done even without any special intervention despite ongoing efforts to resolve issues. Because of this we have calendars and we are so aware of the dates in them and often we are happy that certain period of time is over.


Greetings dear Comrades of the Soviet Republic. March is here and our glorious sowing machines have left their farms to do their job as it is each year. You do not need to be afraid of snow for at least half a year despite it is not the same in real life. But as it is in the game, even in real life things may happen according to schedule, and if certain period passes, then you can expect things to be done even without any special intervention despite ongoing efforts to resolve issues. Because of this we have calendars and we are so aware of the dates in them and often we are happy that certain period of time is over.


But we were also working on GUI to allow you to see how the Container stands are filling up. You will also be able for some container stands, after doing some research, select container types for separation.

And be aware that container stands can be overfilled and then you will have waste lying everywhere. This situation will cause a pollution in the area. You can see on the images the visualization of the default container, which every building has. You don't need to build container stands as every building will have own container, but in most cases it is useful to sacrifice some space and use container stands.

Another thing we were focusing was the visualization of differences in waste composition. The waste can have up to 10 different components, so we want to show the player roughly what the main components of the waste may be to allow them to differentiate in between different compositions and help them decide what they want to do with that type of waste.

On this screen for example you can see graphics representation of different ratio of mixed waste containing plastic waste and metal scrap.

Also, we made some changes for graphics of road with sidewalk (now more realistic asphalt sidewalk) and we removed the white outlines for asphalted areas under buildings. White line was replaced by curb. We are also planning to add asphalt panel footpaths.

That is some of the things we are working on, and we can also mention couple of things we are developing about which we will inform you about in upcoming reports. You may get much more in the next big update than you expected because we are working on couple of interesting features from which we want to mention: maintenance, building demolition, mods incorporation , research programs for universities and fertilizing for the fields.


We hope you are interested in these game features we are working on. They may become a major complication for some of you as they can bring you additional challenges and limitations. More about that in future. Until then enjoy life, have fun, stay tuned for the next report.


Thank You for Your Support

3Divison Team

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Updated: 7 days ago

Greetings dear Comrades of the Soviet Republic. Even we are going through tough times while developing the game, we decided that we can bring you some news about the work we have done recently in the game. Currently we do not have any news about takedown issue. We will keep you informed. As you can see in previous special report, the game has been taken down from Steam Store due to DMCA takedown notice in relation to recent realistic mode we added into the game. We filled a counter-notice and now we need to wait.

And as we are waiting on legal issues to be resolved, we can continue working on new features and other game related stuff. Lot of graphics in the game is outdated and needs an update. Most urgent ones in our opinion are small grocery shop, small store, pub and brick buildings. We decided to replace them by making proper details and level of detail meshes for them to save performance while they are being used.

If you are already using these buildings, they will be just replaced after the update, and you will see them in their new form.

Another reason for this step is that we are working on researches for the upcoming update and residential buildings from prefab panels will be locked behind research. That means you will probably have to use brick residential buildings when you start a new republic. But we want to remind you, that you can turn ON or OFF any difficulty level in our game. So, if you do not like to play with research you can just turn the feature off.

Then we have some useful information for you that somehow went under the radar about already existing mechanics. As not every player has a longer term republic developed many of them did not even notice why electronics became a major complication for your economy over time. When we did an update to make electronics production more challenging, we made couple of changes and one of them you may know. That is that the consumption of electronics is growing gradually until year 2000. It is simply 30% higher after year 2000 than it was in year 1960.


But we added another change which we forgot the introduce. There is a mechanic which is making the production of electronics and electronic components more expensive over time and consists of two parts. First is the production decrease over time. In 1960 you have basic production and it goes slowly down until year 2037 when the vanilla electronics assembly line and electronics components factory will produce only 30% of resource compared to year 1960. The other is the factory’s consumption increase when the factory is consuming more resources for production over time. For electronics assembly hall it goes up to 200% in 2060 and for electronics components factory it goes up to 170% in year 2030, compared to year 1960. But these values apply to vanilla buildings because modders can define these values in their factory’s .ini file.


What does that mean? If the electronics assembly hall is producing 4,5 t of electronics in year 1960 it will produce only 1,35 t of electronics in year 2037 per workday at maximal utilization. On the other hand, if it needs 1,5 t of electronic components (or other resources) to produce that in year 1960 then it will require 3,0 t of electronic components in year 2060. And this makes electronics more valuable and difficult to produce somewhat simulating the technological advance. Another thing is that this is the main reason why the price of electronics goes up so much over decades and you may consider to invest lot more into production of this valuable resource especially, if you are planning your republic to continue over in-game centuries and you may also consider using electronics as low volume and high value reserve resource (it is not succeptible to inflation as money) for rainy days, because the game can surprise you whenever you keep expanding and that is the beauty of it as we are making it more complex and challenging to play.


And that is all for this report. Even if we are facing attacks, we still have enough resources to continue the development of the game even if the game would be banned for months or years. But the truth always wins. We will keep you updated about the game development process or any publicly suitable information that may affect it. So enjoy life, have fun and stay tuned for the next report.


Thank You for Your Support

3Division Team.

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