Brilliant concept and well executed! (Har har.) Please take the length of my feedback as proof of how much I enjoyed it. :)
I love this style of management game a la "Yes, Your Grace" and you've adapted it very well to the communist dictatorship setting. Gorgeous (and at times gory!) art; perfect music and sound. I definitely get the feel of the complex simulation happening underneath my imperfect ability to control it all, and there are some interesting choices to make as the game goes on.
The intro is a bit difficult to follow, perhaps in part due to the "back and forth" dialog between the two characters. A little of that is fun, too much is hard to keep track of.
Interactions with other countries feels unfinished due to some bugs and lack of meaningful feedback. The offers you get from them vary from wildly unfair to wildly in your favor with no rhyme or reason, and I even had a nation offer me negative amounts. For that matter, the game probably shouldn't let me go into the negatives in my own stock, or should find some way to penalize me for doing so. (i.e., run out of meat -> increase worker unrest)
Attacking needs more polish. How can I know how many military units to send? Why do I lose all of those units even if I win? Should I really lose all the units if I lose? Win or lose, how many resources were won/lost? Why can't I conquer any of those nations? Why am I not on the map? Do I need a standing army? If earning resources is just to build an army to attack and gain resources, why do resources matter? I suspect that there was much more planned here that was cut for time restrictions.
I would like to see some kind of score/summary screen at the end of the game. How well did I do? How many people sent to the gulag, etc.
Finally a user interaction detail: a common feature of these types of games is that not all of the info is visible all the time, purposefully, and that info is spread out across different locations to add an element of memory and immersive tedium. However, in such systems there's a very fine line to walk when it comes to how much delay there is between screens -- "immersive" can quickly turn to "frustrating" when it's the game slowing me down, not my reaction time. For example, when the "Worker Bird" falls asleep, it takes a very long time to click him, watch his wake up animation, click him again, watch his "give the report" animation, and finally I get to view the info I want. Notice that "Papers, Please" has only very small time delays when it comes to referencing information: the limiting factor is screen space and how quickly you can operate your mouse. Only certain *actions* have significant delays. I believe this design point is key to keeping the player engaged.