top of page
  • 2 days ago
  • 2 min read

Hello Comrades,


As I promised, I'm bringing you more information about the horses, which are planned to be released as a free update to the Early Start DLC.


ree

When it comes to horse-drawn vehicles, we decided to separate horses and carriages. Carriages are manufactured in carpenter workshops, where fabric, steel, and wood are delivered. The result is a finished carriage without horses. Horses are “produced” in the Stud Farm. Individual horses function as a type of resource. They behave similarly to regular vehicles, except they must be transported in special vehicles and stored in dedicated storage buildings—horse pastures.


ree

So how do you connect horses with carriages? Simply select a carriage stored in a vehicle storage building directly connected to a horse pasture. In the carriage’s settings, you can specify how many horses it should take. If you want to detach horses from a carriage, just send the carriage to a vehicle storage building connected to a horse pasture.


ree

ree

We will also introduce buildings for scrapping horse-drawn vehicles, as well as a veterinary building that can perform maintenance on horses. Various types of feeders will be available too.


ree

ree

Another exciting addition, related to the planned 1920 start year, is manual excavation. We’re introducing a mechanic for manual terrain flattening when excavators or bulldozers aren’t available. Workers from nearby buildings and worker passenger stations can perform flattening instead of mechanized equipment.


ree

We are also adding Labour Halls—not only for the Early Start DLC, but also to the base game. These are specialized passenger stations where workers will go even if they have workplaces available near their homes. They will treat the Labour Hall as a regular workplace, ideal for construction offices or other specialized job assignments.


I hope you find these features interesting! We are working hard to deliver them to you as soon as possible.


Thank you for your attention, comrades!


Peter

3DIVISION

 
 
 

Hello Comrades,


After a longer period of silence, I finally have some good news for you!


Early Start

I would like to say a few words about it. We released the Early Start DLC in May this year. As expected, there were a few issues at the beginning. First, some technical problems and mistakes appeared, mostly due to the limited number of people and testers who had access to this content. Then there were some things we simply didn’t manage to prepare properly. However, most of these were addressed quite quickly. We truly appreciate your patience and your feedback. Sometimes, when you are too focused on less important details, you overlook the truly important ones.


The second concern raised was about the price. Since the earlier years required quite a large number of new buildings and vehicles (hundreds of them), many players found the price a bit high. We understand that. After 8 years of continuous development, we felt a bit tired, and our original plan was to suspend the main development after this DLC. However, since the DLC turned out to be quite successful in terms of sales, we decided to expand it further — for free! That’s why we are adding horses into the Early Start DLC. At the same time, many of our external graphic artists are still working on the content and adding what was missing. Thank you for continuing to support this game.


1920 and Horses for Early Start!!!

Finally, we can show you something new — our graphic artist Vlado has finished the first carriages!

ree

We have implemented a system where you can easily add horses into vehicle scripts (no animation needed). You can add single or multiple horses. The maximum speed and pulling power are calculated based on the number of horses. We have also introduced stamina, as horses need time to recover their strength.

ree

ree

You will also be able to create your own horse breeds (via mods) and use them for any carriages. You can create just a skin for the horse itself, or if you are an experienced animator, you will be able to create entirely new horses with animations. And why stop at horses? What about donkeys or camels? You can also define the pulling “power” of the animal or its weight.

ree

We have also added a maximum speed mode for horse-drawn vehicles. This consumes stamina faster and is ideal for lines or jobs that need speed but are not too frequent.


ree
ree
ree

Meanwhile, Robs has started working on the buildings for horses. These will include exclusive facilities such as horse hospitals, horse construction offices, and infrastructure like feeders, knacker’s yards (scrapping facilities for horses), stud farms for breeding, and carpenters’ workshops for manufacturing carriages. We will show you the new buildings and their functionality in the next report.


ree

When?

And now, the big question: when will all this be available? It will be released this year!


Thank you for your attention, comrades, and have a nice weekend.


Peter Adamcik

3DIVISION

 
 
 

Updated: Sep 7

August 2025 | Fields of Steel and Stone: Farming, Freight, and the Future Republic"

🗞️ A newspaper — from the community, for the community.

👋 Greetings dear comrades of the Soviet Republic.

A couple of months have passed since the last Community Highlights announcement. As we stated then, this is a work in progress. We are still shaping what this publication should become — refining the rhythm, experimenting with structure, and building something both educational and entertaining.


Featured Screenshot – Community Highlight
Featured Screenshot – Community Highlight

While the development team is focused on fixing bugs and shaping the future of the game, there is something else simmering. And though we cannot say more just yet, we assure you: it will be worth the wait.

Until then, we turn our attention to you. The modders, the creators, the city-builders and infrastructure visionaries. This issue is full of rail, farming, screenshots, and the beginning of a new kind of challenge.


ree

🚲 MOD SPOTLIGHT: Train Station Pack by Dejfo94


This recently discovered gem on the Steam Workshop features a variety of train stations inspired by real-life designs from the Czech Republic. Well-crafted, functional, and authentic, these stations offer builders more variety in both scale and style.


We selected this pack not based on star ratings but on practical value and visual quality. If you have other underrated mods you’d like to see spotlighted, let us know in our Discord Forum!


📸 COMMUNITY SCREENSHOT HIGHLIGHTS

A few of these were suggested via Discord; others we found while exploring the vast creativity of the Steam Community. We encourage you to submit or vote for your favorites for the next issue.

🏛 City Center (Suggested by Al.Nenninger)

ree

A grand Soviet-style plaza comes to life with a striking rocket monument at its center, framed by monumental socialist-era architecture. The scene captures the spirit of a well-planned city, complete with bustling crowds, classic vehicles, and a touch of nostalgia from the golden age of space exploration.


🌊 Waterfront Views (Suggested by AugCph)

ree

A stunning coastal city stretches along the waterfront, combining dense urban life with scenic mountain terrain. With a thriving port, rail links, and a well-planned layout, this republic stands as a testament to industrial strategy and natural harmony.


🚂 Soviet Railyard

ree

A dense Soviet supercity towers over a bustling rail yard, where steam and diesel locomotives cut through the urban sprawl. With monumental architecture, powerful symbolism, and the pulse of motion, this scene evokes the industrial heart of the republic at its peak.


❄️ Winter Industrial Port

ree

As the sun sets over a frozen industrial port, the republic’s steel arteries pulse with life beneath a blanket of snow. From roaring smokestacks to endless rails and cargo cranes, this winter scene captures the power and precision of a fully developed industrial hub.


🏘 Hillside Residential District

ree

Soft evening light washes over a peaceful residential district framed by forested hills and crowned by a towering broadcast spire. A perfect balance of nature, infrastructure, and high-rise housing, this scene captures the quiet rhythm of suburban life in the republic.


🌾 COMMUNITY RESEARCH CHALLENGE #01

"The Glorious Grain Export Initiative"

A logistics megaproject. A mechanized farming zone. A Republic that feeds the world — with no one living there.

In the first issue, we promised that Community Highlights would include not only visual content, but research and learning opportunities. And instead of writing lengthy technical breakdowns, we chose to make that learning interactive. Welcome to the first Community Research Challenge.

This is not a regular playthrough. It’s a logistics-based scenario, inspired by a real Republic producing over 70,000 tons of crops yearly. Your goal is to beat that using minimal population, isolated facilities, and fully vehicle-based farming.


🧠 Main Challenge Objectives

  • 🧺 Produce 100,000+ tons of crops per year

  • 📦 Export 500,000 tons over 5 years

  • 🏝️ All production on an isolated island or remote region

  • 🦼 No permanent population; only foreign workers brought in for:

    • Maintenance

    • Fire protection (no helicopters!)

    • Power generation

  • 🛏️ All construction must be completed by foreign workforce


📏 Suggested Map:

Soviet Island by KArantukki

ree

You can use also any of default maps if you do not want use a modded map. To play on an island is most challenging in this case because you have to solve vehicle import logistics, construction resource imports and then export all the crops using ships.


Starting setup:

  • Overall difficulty Hard with Realistic Mode enabled after initial setup built.

    • Research can be turned off (added for clarification as there was an oversight)

  • Medium money amount for start (it is not about money but you can try hard).

  • Starting year 1960 with locked vehicle availability.


⚒️ Construction Rules

  • Autobuild only allowed (in first months) for then turn on realistic mode:

    • Initial docks, helipad, power lines

    • Basic storages, gravel processing

    • Other required starting buildings

  • No gravel import allowed after initial setup established.

  • Build your own gravel, concrete, and asphalt production

  • Import all other construction materials by sea or air (when playing on an island)

  • You can play with demolition on. There should be not much waste to deal with.


To prove that you did not imported gravel, concrete and asphalt except for initial setup screenshots from the overall economic report with all imports throughout history of your Republic can be used. Anybody can calculate what would be enough gravel, concrete and asphalt for basic setup. You can build all that using autobuild or find a way around with some mods and do not use autobuild at all.


🔌 Infrastructure

  • Use your own power (gas plant + imported oil allowed)

  • You can also rely on wind turbines or solar.

  • Import fuel as needed for your vehicles or power plant.

  • You can build whatever road or railways you choose.

  • You can consider using rails but it will be a challenge to build and get trains in on an island.

  • Water/sewage or waste not required unless you want to play with that on.


🌾 Farming Rules

  • No housing allowed – use foreign workforce brought in by suitable means.

    • You can use any kind of transportation to deliver workers (added for clarification)

  • Farming done entirely with vehicles

  • You can import fertilizer and find a way to get bio fertilizer if you are creative.

  • Must maintain:

    • Power

    • Building and vehicle maintenance

    • Fire protection (without helicopters for extra staff requirements)


🎨 Freestyle Mode (Optional)

  • Any map allowed

  • You may build a small town only if all food, clothes, alcohol, meat, and electronics are produced locally (no imports of those is alloved throughout the history)

  • Encouraged for artistic, aesthetic, or more open-ended playstyles


📅 Submission Instructions

🏆 What Happens Next?

  • We will have some fun while building our farming setups and discussing them.

  • Selected entries will be featured in future Community Highlights

  • Results may inspire deeper developer commentary or research articles

  • You help define the logistics meta for future community research challenges

Will your Republic feed the world, or drown in logistics nightmares?Let the tractors roll.

📆 WHAT’S NEXT?

This is just the beginning. Upcoming Community Research Challenges may explore:

  • Electricity networks

  • Massive waste processing

  • Population logistics

  • Supply/demand balancing

Got an idea? Drop it in Discord. Want to be featured? Submit your screenshot. Let’s learn the game together — one challenge at a time. And alongside this challeng you can use our dedicated Discord Forum to suggest screenshots, mods or other content that may be featured in future community highlights.


🛠️ With challenge and respect,

Ministry of Community Propaganda

(Feeding minds as well as the people)

 
 
 

© 2021 3DIVISION 

bottom of page