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  4. Production Buildings

All 51 Production Buildings in Workers & Resources: Soviet Republic

Updated on November 10, 2026 (about 3 hours ago)

Production buildings are the farms, mines, factories and workshops that turn raw materials into the food, building materials and goods your republic runs on. In Workers & Resources: Soviet Republic, you place them, staff them with citizens and link them so one building's output becomes the next one's input. When that chain works, your city can feed its people, build new homes and keep its shops stocked. Knowing how these buildings depend on each other is the key to a city that doesn't stall.

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Industry

Farming

4 items

Livestock farm

Feeds crops to livestock and supplies animals for meat production.
Industry
Farming
Area
-
Workers
50
Inputs per day
20 t crops
Outputs per day
10 t livestock
Power
3 MWh/day
Water
14.3 m³/day
DLC
Base game

Small field

Grows crops; the daily figure spreads one annual harvest across the year at full fertility.
Industry
Farming
Area
0.36 ha
Workers
-
Inputs per day
-
Outputs per day
0.09 t crops
Power
-
Water
-
DLC
Base game

Medium field

Grows crops; the daily figure spreads one annual harvest across the year at full fertility.
Industry
Farming
Area
1.57 ha
Workers
-
Inputs per day
-
Outputs per day
0.274 t crops
Power
-
Water
-
DLC
Base game

Big field

Grows crops; the daily figure spreads one annual harvest across the year at full fertility.
Industry
Farming
Area
4.81 ha
Outputs per day
0.822 t crops
DLC
Base game

Industry

Food and consumer goods

10 items

Food factory

Turns crops into packaged food for shops.
Industry
Food and consumer goods
Workers
170
Inputs per day
42 t crops
Outputs per day
20 t food
Power
7.6 MWh/day
Water
3.4 m³/day
DLC
Base game

Distillery

Turns crops into alcohol for pubs and stores.
Industry
Food and consumer goods
Workers
100
Inputs per day
30 t crops
Outputs per day
6 t alcohol
Power
13 MWh/day
Water
2 m³/day
DLC
Base game

Fabric factory

Combines crops and chemicals to make fabric.
Industry
Food and consumer goods
Workers
100
Inputs per day
20 t crops; 0.5 t chemicals
Outputs per day
5 t fabric
Power
-
Water
-
DLC
Base game

Clothing factory

Sews fabric into clothes for shops.
Industry
Food and consumer goods
Workers
80
Inputs per day
2.4 t fabric
Outputs per day
1.2 t clothes
DLC
Base game

Slaughterhouse

Turns livestock into meat for stores.
Industry
Food and consumer goods
Workers
50
Inputs per day
-
Outputs per day
-
DLC
Base game

Old food factory

OFOld food factory
Turns crops into food using the earlier factory design.
Industry
Food and consumer goods
Workers
-
Inputs per day
-
Outputs per day
-
DLC
Early Start

Old distillery

ODOld distillery
Turns crops into alcohol using the earlier distillery design.
Industry
Food and consumer goods
DLC
Early Start

Small food factory

SFSmall food factory
Turns crops into food in a smaller production building.
Industry
Food and consumer goods
DLC
Early Start

Small distillery

SDSmall distillery
Turns crops into alcohol in a smaller production building.
Industry
Food and consumer goods
DLC
Early Start

Old clothing factory

OCOld clothing factory
Turns fabric into clothes using an earlier factory design.
Industry
Food and consumer goods

Industry

Construction materials

14 items

Woodcutting post

Cuts trees into wood for the sawmill and other industries.
Industry
Construction materials
Workers
30
Inputs per day
-
Outputs per day
189 t wood
Power
-
DLC
Base game

Sawmill

Turns wood into boards for construction.
Industry
Construction materials
Workers
20
Inputs per day
180 t wood
Outputs per day
140 t boards
Power
-
DLC
Base game

Gravel quarry (40 workers)

Extracts quarried stone for gravel processing.
Industry
Construction materials
Workers
40
Inputs per day
-
Outputs per day
140 t quarried stone
Power
9.8 MWh/day
DLC
Base game

Gravel quarry (100 workers)

A larger quarry that extracts more stone for gravel processing.
Industry
Construction materials
Workers
100
Inputs per day
-
Outputs per day
350 t quarried stone
Power
23 MWh/day
Water
-
DLC
Base game

Gravel processing plant

Crushes quarried stone into gravel.
Industry
Construction materials
Workers
15
Inputs per day
120 t quarried stone
Outputs per day
82 t gravel
Power
24 MWh/day
Water
0.3 m³/day
DLC
Base game

Small gravel processing plant

Processes a smaller flow of quarried stone into gravel.
Industry
Construction materials
Workers
5
Inputs per day
40 t quarried stone
Outputs per day
27 t gravel
Power
9.2 MWh/day
Water
0.1 m³/day
DLC
Base game

Cement plant

Uses coal and gravel to make cement.
Industry
Construction materials
Workers
30
Inputs per day
22 t coal; 210 t gravel
Outputs per day
81 t cement
Power
6.9 MWh/day
Water
0.6 m³/day
DLC
Base game

Large cement plant

Makes cement at a larger scale using coal and gravel.
Industry
Construction materials
Workers
40
Inputs per day
28 t coal; 240 t gravel
Outputs per day
108 t cement
Power
6.3 MWh/day
Water
0.8 m³/day
DLC
Base game

Concrete plant

Mixes gravel and cement with water to make concrete.
Industry
Construction materials
Workers
5
Inputs per day
135 t gravel; 30 t cement
Outputs per day
175 t concrete
Power
15 MWh/day
Water
85.1 m³/day
DLC
Base game

Prefab panels factory

Turns cement and gravel into prefab panels.
Industry
Construction materials
Workers
65
Inputs per day
33 t cement; 65 t gravel
Outputs per day
71 t prefab panels
Power
8 MWh/day
Water
1.3 m³/day
DLC
Base game

Asphalt plant

Mixes bitumen and gravel into asphalt.
Industry
Construction materials
Workers
5
Inputs per day
20 t bitumen; 125 t gravel
Outputs per day
145 t asphalt
Power
18 MWh/day
Water
0.1 m³/day
DLC
Base game

Brick factory

Fires bricks using coal.
Industry
Construction materials
Workers
75
Inputs per day
33 t coal
Outputs per day
51 t bricks
Power
3 MWh/day
Water
1.5 m³/day
DLC
Base game

Explosives factory

Uses chemicals and gravel to manufacture explosives.
Industry
Construction materials
Workers
75
Inputs per day
0.75 t chemicals; 2.6 t gravel
Outputs per day
1.2 t explosives
DLC
Base game

Small brick factory

SBSmall brick factory
Fires bricks from coal in a smaller factory.
Industry
Construction materials
Workers
-
Inputs per day
-
Outputs per day
-
DLC
-

Industry

Chemicals and oil

5 items

Chemical plant

Combines oil with gravel, wood and crops to make chemicals.
Industry
Chemicals and oil
Workers
60
Inputs per day
0.72 t gravel; 0.84 t wood; 0.78 t crops; 1.2 t oil
Outputs per day
0.81 t chemicals
Power
25 MWh/day
Water
11.2 m³/day
DLC
Base game

Large chemical plant

Makes chemicals at a larger scale from four resource inputs.
Industry
Chemicals and oil
Workers
700
Inputs per day
8.4 t gravel; 9.8 t wood; 9.1 t crops; 14 t oil
Outputs per day
9.4 t chemicals
Power
197 MWh/day
Water
133 m³/day
DLC
Base game

Pumpjack

Pumps crude oil from an oil deposit.
Industry
Chemicals and oil
Workers
-
Inputs per day
-
Outputs per day
7 t oil
Power
-
Water
-
DLC
Base game

Oil refinery

Refines oil into fuel and bitumen together.
Industry
Chemicals and oil
Workers
500
Inputs per day
250 t oil
Outputs per day
125 t fuel; 75 t bitumen
DLC
Base game

Plastics factory

Uses oil and chemicals to make plastics.
Industry
Chemicals and oil
Workers
-
Inputs per day
27 t oil; 2.97 t chemicals
Outputs per day
6.6 t plastics
DLC
Base game

Industry

Mining and metal

14 items

Coal mine

Extracts coal ore, which must be processed into coal.
Industry
Mining and metal
Workers
220
Inputs per day
-
Outputs per day
924 t coal ore
Power
9.2 MWh/day
Water
4.4 m³/day
DLC
Base game

Coal ore processing plant

Processes coal ore into usable coal.
Industry
Mining and metal
Workers
15
Inputs per day
210 t coal ore
Outputs per day
120 t coal
Power
15 MWh/day
Water
-
DLC
Base game

Iron mine

Extracts iron ore for processing into iron.
Industry
Mining and metal
Workers
250
Inputs per day
-
Outputs per day
1,000 t iron ore
Power
11 MWh/day
Water
5 m³/day
DLC
Base game

Iron ore processing plant

Processes iron ore into iron.
Industry
Mining and metal
Workers
15
Inputs per day
225 t iron ore
Outputs per day
105 t iron
Power
17 MWh/day
Water
0.3 m³/day
DLC
Base game

Steel mill

Uses iron and coal to make steel.
Industry
Mining and metal
Workers
500
Inputs per day
200 t iron; 357 t coal
Outputs per day
43 t steel
Power
48 MWh/day
Water
10 m³/day
DLC
Base game

Mechanical components factory

Machines steel into mechanical components.
Industry
Mining and metal
Workers
-
Inputs per day
22 t steel
Outputs per day
15 t mechanical components
Power
-
Water
-
DLC
Base game

Alumina plant

Processes bauxite and chemicals into aluminium oxide.
Industry
Mining and metal
Workers
370
Inputs per day
77 t bauxite; 2.6 t chemicals
Outputs per day
33 t aluminium oxide
DLC
Base game

Bauxite mine

Extracts raw bauxite from deposits; production depends on deposit quality.
Industry
Mining and metal
Workers
-
Inputs per day
-
Outputs per day
Raw bauxite
DLC
Base game

Bauxite processing plant

Processes raw bauxite into bauxite for the alumina plant.
Industry
Mining and metal
Workers
15
Inputs per day
125 t raw bauxite
Outputs per day
75 t bauxite
DLC
Base game

Aluminium plant

Turns aluminium oxide and chemicals into aluminium.
Industry
Mining and metal
Workers
370
Inputs per day
52 t aluminium oxide; 2.5 t chemicals
Outputs per day
30 t aluminium
DLC
Base game

Electronic components factory

Makes electro components from plastics, steel and chemicals.
Industry
Mining and metal
Workers
150
Inputs per day
1.5 t plastics; 1.5 t steel; 1.2 t chemicals
Outputs per day
3.75 t electro components
DLC
Base game

Electronics assembly hall

Assembles electronics from electro components, plastics and mechanical components.
Industry
Mining and metal
Workers
150
Inputs per day
1.5 t electro components; 2.25 t plastics; 1.5 t mechanical components
Outputs per day
4.5 t electronics
DLC
Base game

Small coal mine

SCSmall coal mine
Extracts coal ore from a coal deposit.
Industry
Mining and metal

Small iron mine

SISmall iron mine
Extracts iron ore from an iron deposit.
Industry
Mining and metal

Industry

Nuclear

4 items

Uranium processing plant

Processes uranium ore into uranium oxide.
Industry
Nuclear
Inputs per day
36 t uranium ore
Outputs per day
1.7 t uranium oxide
DLC
Base game

Uranium conversion plant

Converts uranium oxide and chemicals into UF6.
Industry
Nuclear
Inputs per day
2 t uranium oxide; 0.21 t chemicals
Outputs per day
0.96 t UF6
DLC
Base game

Nuclear fuel fabrication

Makes nuclear fuel from UF6 and chemicals.
Industry
Nuclear
Inputs per day
0.4 t UF6; 0.75 t chemicals
Outputs per day
0.095 t nuclear fuel
DLC
Base game

Uranium mine

Extracts uranium ore; the yield depends on deposit quality.
Industry
Nuclear
Workers
100
Outputs per day
75 t uranium ore
DLC
Base game

How production buildings work

Most production buildings take something in and turn it into something else. A coal mine digs out coal ore, a processing plant turns that ore into usable coal, and a steel mill combines coal with iron to make steel. Goods usually move down a chain like this, so the output of one building becomes the input of the next.

The daily output figures for these buildings assume full staffing and a steady supply of inputs. When one input runs short, the building slows down, and everything further along the chain waits.

Moving goods is the part that trips up a lot of builds. Storage buildings don't move anything on their own, so a factory can fill a warehouse next to it, but the goods only travel further if a truck, a forklift or a short factory connection carries them on. Long conveyor belts and pipelines need engines or pumping stations along the way, or the goods stop partway. Some goods have their own rules too: concrete and asphalt can't be stockpiled, so their plants send them out by truck as they're made, while cement can wait in silos.

Where raw materials come from

Mines and quarries pull resources out of the ground, and how much they produce depends on the quality of the deposit you place them on. The same mine can give very different results depending on where it sits, so check the placement overlay before you commit to a build. Coal, iron, bauxite and uranium mines all produce raw ore that still has to go to a processing plant, and there are smaller coal and iron mines too.

Quarries work a little differently. A gravel quarry digs quarried stone for a gravel processing plant, but its storage is small and only one truck can load at a time, so it runs in bursts and often sits idle. Put the gravel processing plant close by, and don't run more than about two dumpers per quarry.

Woodcutting posts are placed over trees, and their workers cut the trees into wood for trucks to haul to a sawmill, where it becomes boards. Nothing gets cut until workers arrive. Pumpjacks pull crude oil from an oil deposit, and that oil feeds the oil refinery and the plants that make chemicals and plastics.

How farming feeds food production buildings

Fields grow the crops that food, alcohol, fabric and livestock buildings depend on. They need no workers, since vehicles sow and harvest them. The farm is the building that holds those vehicles, along with fuel and fertiliser stores, and the number of vehicles it can park sets how many fields it can run.

Farms come in small, medium and large sizes, with room for 6, 12 and 30 vehicles. Fields come in the same three sizes, and a big field gives roughly 300 tonnes of crops per harvest at full fertility. A small field gives more crops per hectare, so it's the better pick when land is tight.

Seasons change the picture. With the seasons setting on, each field is sown in spring and harvested once in autumn, so the daily figures are an average over the year. New fields start at about 70% fertility and recover slowly on their own, and fertiliser speeds that up. Tractors and harvesters burn fuel from the farm's store, and if it runs dry, the harvest stops mid-season.

Crops then go to the buildings that use them. A food factory uses about 42 tonnes of crops a day, a distillery about 30, and a fabric factory uses crops together with chemicals. A livestock farm turns 20 tonnes of crops into 10 tonnes of livestock, and a slaughterhouse turns livestock into meat for shops. A food factory running full time needs dozens of big fields, so start with a few and add more only while the harvest still finishes on time.

How to build production buildings

There are two ways to get a production building built, and you pick the route for each construction site. The first is to fund it with Rubles or Dollars. The building appears finished almost straight away, but you pay the resource price plus a delivery fee that rises with distance from the nearest Customs House. It's quick and convenient, but it costs more.

The second is to build from resources. The site goes to a Construction Office, which sends vehicles to fetch materials from the buildings you've named as sources, and sends workers from a public transport station. This is the cheaper route, and it's the only one available in Realistic mode.

The Construction Office matters most early on, so it's worth setting up with care. You choose a search radius of under 1000, 2000 or 3000 metres, and which jobs it takes, such as roads, buildings, footpaths, conveyors and pipelines, factory connections and electric wiring. Turn off the jobs you don't want, because otherwise it will spend trips on them.

Sources are where most people get stuck. The office has no storage of its own, so every material has to come from a building you've named. Gravel comes from an aggregate storage or truck loading station, asphalt from an asphalt plant, concrete from a concrete plant, and steel, bricks, prefab panels and boards from open storage. Mechanical and electro components come from a warehouse, and if a material has no named source, nothing moves for it.

What unlocks production buildings

Research is an optional game setting, and it's carried out at the Technical University, the Medical University or the Headquarters of the Communist Party. Many production buildings stay locked until you finish the right project, and each project costs workdays to complete. For example, you can't build a steel mill until you've finished steel production, which itself follows from metallurgy study.

Other common gates work the same way. Engineering unlocks the mechanical components factory, Chemistry unlocks the chemical plant, and the bitumen study unlocks the asphalt plant. The oil refinery needs the fuel study followed by the refinery project, and the prefab panels factory waits on prefab panels construction.

Deposits stay hidden until you research geology. Coal, iron and oil deposits only appear on the minimap after the geological map research, unless research was switched off when you started. The nuclear buildings sit at the far end of a long path that begins with uranium mining, and modern nuclear production buildings also need the modern industry research. Plan ahead, since some of these projects take a long time.

Which production buildings matter most early on

Gravel sits at the base of most construction materials, feeding cement, concrete, asphalt, prefab panels and explosives. It's also cheap to import, and it's worth so little that importing it is often better use of your starting money, even though building a gravel industry looks like the obvious first move. Once you do commit to one, build more capacity than you think you need, because everything else leans on it.

Coal is the bottleneck people don't see. A steel mill uses a huge amount of coal and iron, and bricks, cement and power plants all draw on coal too, so plan the coal supply before you plan the steel. Asphalt is another surprise. An asphalt plant needs bitumen, bitumen comes from the oil refinery, and that refinery needs 500 workers and a steady oil supply, so import bitumen until the refinery is running.

Most early materials are cheap to import, while the expensive ones have long chains or need hundreds of workers, so import what's cheap and produce what's bulky. Crops feed the food factory, distillery and fabric factory, and citizens need food, meat and alcohol. Build the brick factory, the cement plant and the concrete plant in that order, since each needs bricks or cement to build and your first ones come in through the Customs House.

What production buildings need to run

Citizens are the only real labour supply, and they won't travel far for a job. They look for work within about 400 metres of home, and they won't stay in a single vehicle for more than four hours. If someone waits more than an hour at a stop with no vehicle, they head home and count as unemployed until the next shift.

That's why placement matters. Clean workplaces, such as food and clothing factories, work best near housing, while polluting plants like the brick factory, cement plant, steel mill and chemical plant belong further out. Just make sure a bus or train can still get workers there and back within four hours.

Power only comes into play if energy management is turned on in the game settings, and when it is, many production buildings need it every day. Substations reach buildings within about 325 metres, so you'll plan roughly one every 300 metres. The steel mill and aluminium plant connect straight to a high-voltage line instead of a substation.

Water is just as important. The food factory needs water at 97% quality or better, the distillery needs 95%, and a livestock farm needs 97% for its workers and 93% for its animals. The concrete plant uses a lot of water too. Ignore water quality and the plants stop.

Heat is the one people often forget. Factories and apartments both need a heat connection, and a city with power but no heat loses happiness in winter and stops producing.

FAQ

Q.

Why has my production building stopped?

Start with the output, because a full store can stop a building as surely as a missing input. A steel mill, for example, holds only about 150 tonnes of steel inside, so unless open storage is attached, finished steel backs up and the mill stalls. Once output is moving again, check the inputs, since a gap further up the chain stops everything in the same way.

Q.

How long does it take to build a production building?

Build time is counted in workdays, which is what one worker adds in a full day, so more workers on site shorten the job. The gravel quarry is the cheapest real build in the game at about 81 workdays, while a steel mill takes thousands. Excavators, bulldozers, asphalt pavers and rollers can add workdays without anyone on site, and cranes speed a job up without replacing workers.

Q.

Do I need the Early Start DLC for the old food factory?

Yes. The old food factory, the old distillery, the small food factory and the small distillery all come with the Early Start DLC. Most of the other production buildings are part of the base game, so they don't need it.

Q.

Can I sell what my production buildings make?

Yes. Goods your buildings make can be exported through a Customs House, paid in Rubles on the Soviet side and in Dollars on the Western side, once your supply lines are steady enough to spare them.

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More Workers & Resources: Soviet Republic collections

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