City Builder Tools

Workers & Resources: Soviet Republic tools

Workers & Resources: Soviet Republic tools

Production chain, citizen consumption and power plant calculators for Workers & Resources: Soviet Republic, built on the official wiki's building figures.

Key buildings and resources

On this page

What these Workers & Resources tools do

Workers & Resources: Soviet Republic asks you to plan in tonnes per day. A food factory wants 42 t of crops every day, a steel mill burns through 357 t of coal, and a city of 20,000 people eats about 6.8 t of food a day on the player-reported average. Each building's figures sit on their own wiki page; these tools put them side by side and add whole chains up.

  • Production chain calculator. Pick any good the official wiki has full figures for (food, alcohol, clothes, fabric, chemicals, plastics, gravel, cement, concrete, prefab panels, asphalt, bricks, coal, iron, steel, mechanical components, fuel, boards, nuclear fuel and more), type a daily target, and get every building back to the mine, quarry or field, with workers, power, water and a diagram of the chain. Tick any input to import it instead.
  • Citizen consumption calculator. Enter a population and get daily and yearly food, meat, clothes, alcohol and electronics demand, how many factories that means, and what your chosen housing draws in power and water.
  • Power and heating calculator. Turn a demand in MWh per day (and heat in GJ per day) into coal, gas, solar, wind or nuclear plants, with the fuel they burn.
  • Reference tables. Every production building with workers, inputs, outputs, power and water, and every good with what makes it, what uses it and how it is stored and moved.
  • Guides. Best starting industry, farm setup and how many factories per citizen.

The main production chains

Most of a republic's economy hangs off four chains. Every box links to the building's row in the reference table, and every number is per building per day at full staffing.

Steel is the heaviest: a mill takes 200 t of iron and 357 t of coal a day, so it needs mines, two processing plants and a lot of rail.

Steel from iron ore and coalIron mine to Iron ore (1,000 t); Iron ore to Iron ore processing (225 t); Iron ore processing to Iron (105 t); Iron to Steel mill (200 t); Coal mine to Coal ore (924 t); Coal ore to Coal ore processing (210 t); Coal ore processing to Coal (120 t); Coal to Steel mill (357 t); Steel mill to Steel (43 t)1,000 t1,000 t225 t225 t105 t105 t200 t200 t924 t924 t210 t210 t120 t120 t357 t357 t43 t43 tIron mine (250 workers)Iron mine250 workersIron oreIron oreIron ore processingIron oreprocessingIronIronCoal mine (220 workers)Coal mine220 workersCoal oreCoal oreCoal ore processingCoal oreprocessingCoalCoalSteel mill (500 workers)Steel mill500 workersSteelSteel
A steel mill takes 200 t of iron and 357 t of coal a day for 43 t of steel. Coal is the bigger haul: about three coal processing plants per mill.

Construction materials all start at a gravel quarry. Gravel goes into cement, then cement and more gravel into concrete and prefab panels.

Gravel, cement, concrete and prefab panelsGravel quarry to Quarried stone (140 t); Quarried stone to Gravel processing (120 t); Gravel processing to Gravel (82 t); Gravel to Cement plant (210 t); Coal to Cement plant (22 t); Cement plant to Cement (81 t); Gravel to Concrete plant (135 t); Cement to Concrete plant (30 t); Gravel to Prefab panels factory (65 t); Cement to Prefab panels factory (33 t); Concrete plant to Concrete (175 t); Prefab panels factory to Prefab panels (71 t)140 t140 t120 t120 t82 t82 t210 t210 t22 t22 t81 t81 t135 t135 t30 t30 t65 t65 t33 t33 t175 t175 t71 t71 tGravel quarry (40 workers)Gravel quarry40 workersQuarried stoneQuarried stoneGravel processing (15 workers)Gravel processing15 workersGravelGravelCoalCoalCement plant (30 workers)Cement plant30 workersCementCementConcrete plant (5 workers)Concrete plant5 workersPrefab panels factory (65 workers)Prefab panelsfactory65 workersConcreteConcretePrefab panelsPrefab panels
Everything here starts at a gravel quarry. Per building per day at full staffing.

Crops feed the food factory, distillery, fabric factory and livestock farm. The farm setup guide works out how many fields each one needs.

Where crops goBig field to Crops (0.82 t/day each); Crops to Food factory (42 t); Crops to Distillery (30 t); Crops to Fabric factory (20 t); Crops to Livestock farm (20 t); Crops to Chemical plant (0.78 t); Food factory to Food (20 t); Distillery to Alcohol (6 t); Fabric factory to Fabric (5 t); Livestock farm to Livestock (10 t); Chemical plant to Chemicals (0.81 t)0.82 t/day each0.82 t/day each42 t42 t30 t30 t20 t20 t20 t20 t0.78 t0.78 t20 t20 t6 t6 t5 t5 t10 t10 t0.81 t0.81 tBig field (300 t per harvest)Big field300 t per harvestCropsCropsFood factory (170 workers)Food factory170 workersDistillery (100 workers)Distillery100 workersFabric factory (100 workers)Fabric factory100 workersLivestock farm (50 workers)Livestock farm50 workersChemical plant (60 workers)Chemical plant60 workersFoodFoodAlcoholAlcoholFabricFabricLivestockLivestockChemicalsChemicals
Crops feed food, alcohol, fabric, livestock and part of chemicals. Rates are per building per day at full staffing; a big field gives 300 t per harvest, one harvest a year with seasons on.

Oil gives fuel and bitumen together from the refinery, and bitumen plus gravel makes asphalt for roads.

Oil, fuel, bitumen and asphaltPumpjack to Oil (7 t each); Oil to Oil refinery (250 t); Oil refinery to Fuel (125 t); Oil refinery to Bitumen (75 t); Bitumen to Asphalt plant (20 t); Gravel to Asphalt plant (125 t); Asphalt plant to Asphalt (145 t)7 t each7 t each250 t250 t125 t125 t75 t75 t20 t20 t125 t125 t145 t145 tPumpjackPumpjackOilOilOil refinery (500 workers)Oil refinery500 workersFuelFuelBitumenBitumenGravelGravelAsphalt plant (5 workers)Asphalt plant5 workersAsphaltAsphalt
The refinery always makes fuel and bitumen together. A full refinery needs about 36 pumpjacks at 7 t of oil each.

Where the numbers come from

Building figures (workers, daily output, daily input, power and water) come from the official Workers & Resources wiki run by Hooded Horse, from pages last edited in August 2026. The wiki lists the current game version as 1.1.1.7 (June 2026). Citizen consumption comes from player-reported yearly totals for a republic of 109,478 citizens, summarised on the Steam forum. Every page lists its sources at the bottom, and every building row in the chain calculator links to its wiki page. Building and resource icons are from the same wiki under CC BY-SA 4.0.

Where the wiki has no figure (the slaughterhouse, the electronics factory, the pumpjack's crew, the plastics factory's power use), the tools leave it blank rather than guess. All figures assume full staffing. Real buildings run below that when shifts are short of workers, so build one more than the exact number when in doubt.

The other chains (clothes, chemicals and plastics, nuclear fuel) are drawn on the guide and calculator pages they belong to.

Questions

What is Workers & Resources: Soviet Republic?

A city builder and economic simulation by 3Division, published by Hooded Horse, where you build a Soviet-era republic from the ground up: every building needs workers and materials delivered by your own vehicles, and every good has a production chain behind it.

Are these figures for the current version?

They come from official wiki pages last edited in August 2026, when the wiki listed version 1.1.1.7. If a building's info window in your game shows a different number, the game is right.

Where should a new player start?

Read the best starting industry guide, then size your first chain in the production chain calculator with its inputs imported.

Why are some goods missing from the calculator?

Meat, electronics, electronic components, aluminium and explosives are not offered because the wiki does not list complete input and output figures for the buildings that make them.

Game art © Hooded Horse. Not affiliated. Icons from the Workers & Resources Wiki (wiki.hoodedhorse.com), CC BY-SA 4.0. (license).