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#Actualpolyfrag

Posted 28 April 2013 - 05:40 AM

Farms complicate things. Is a farm one 'building' or is it made of grain silos, beehives, etc.?

 

55405_106138866122458_100001790351286_4355405_106138869455791_100001790351286_43

 

What else is there?

 

- vineyard

- ranch

- cotton plantation

- tobacco plantation

- coffee plantation

- sugar cane plantation

 

And the associated businesses - cereal factory, etc.

 

- pulp and paper mill

- textiles plant

- apparel plant

- plastic plant

- rubber plant

 

Also, how to handle wholesale/retail? Stores purchase produce, apparel, electronics, etc. wholesale and sell it to the end consumer. 

 

And what about education? I was thinking of making 'engineering' a resource required in construction and maybe 'skilled labour' for operating a nuclear powerplant. Colleges are privately run, because corporations own everything in the game. How is the hiring of instructors handled. And primary/secondary schools, kindergardens. Labourers should be simulated getting married, having children, growing older, retiring. Maybe pension is a job benefit players could offer to employees.

 

Since this is an alternate universe, resources and buildings/economic processes can also be made up.

 

resourceticker_zpsa015b7e7.png

 

There's a scrolling ticker at the top showing resources.

 

Capacities show usage / total availability:

 

rescap_zpsf5d21d0b.png

 

Cumulatives show stock and +/- projected change per cycle:

 

resacum_zpsf314f3e4.png

 

A cycle is the economic equivalent of a month:

 

rescycle_zps0d894426.png

 

Rent is paid cyclically.

 

Resources are localized and must be transported.

 

Potential 'buildings':

 

55805_106147559454922_100001790351286_43

If I add ships to the game,

 

52549_106158189453859_100001790351286_4352549_106158192787192_100001790351286_43

 

52267_106147799454898_100001790351286_4352267_106147802788231_100001790351286_43

 

I could make mining really complicated and somehow tie into the heightmap/terrain:

 

52543_106147196121625_100001790351286_43

 

Underground mining too. What would be the difference?

 

55805_106147546121590_100001790351286_4355805_106147549454923_100001790351286_43

 

 

55805_106147556121589_100001790351286_4355805_106147552788256_100001790351286_43

 

Prinz Eugn posted this in another topic: http://comtrade.un.org/db/mr/rfCommoditiesList.aspx

 

I started this years ago:

 

54525_108195952583416_100001790351286_54

BTW,

 

city.jpg


#1polyfrag

Posted 28 April 2013 - 05:35 AM

Farms complicate things. Is a farm one 'building' or is it made of grain silos, beehives, etc.?

 

55405_106138866122458_100001790351286_4355405_106138869455791_100001790351286_43

 

What else is there?

 

- vineyard

- ranch

- cotton plantation

- tobacco plantation

- coffee plantation

- sugar cane plantation

 

And the associated businesses - cereal factory, etc.

 

- pulp and paper mill

- textiles plant

- apparel plant

- plastic plant

- rubber plant

 

Also, how to handle wholesale/retail? Stores purchase produce, apparel, electronics, etc. wholesale and sell it to the end consumer. 

 

And what about education? I was thinking of making 'engineering' a resource required in construction and maybe 'skilled labour' for operating a nuclear powerplant. Colleges are privately run, because corporations own everything in the game. How is the hiring of instructors handled. And primary/secondary schools, kindergardens. Labourers should be simulated getting married, having children, growing older, retiring. Maybe pension is a job benefit players could offer to employees.

 

Since this is an alternate universe, resources and buildings/economic processes can also be made up.

 

resourceticker_zpsa015b7e7.png

 

There's a scrolling ticker at the top showing resources.

 

Capacities show usage / total availability:

 

rescap_zpsf5d21d0b.png

 

Cumulatives show stock and +/- projected change per cycle:

 

resacum_zpsf314f3e4.png

 

A cycle is the economic equivalent of a month:

 

rescycle_zps0d894426.png

 

Rent is paid cyclically.

 

Potential 'buildings':

 

55805_106147559454922_100001790351286_43

If I add ships to the game,

 

52549_106158189453859_100001790351286_4352549_106158192787192_100001790351286_43

 

52267_106147799454898_100001790351286_4352267_106147802788231_100001790351286_43

 

I could make mining really complicated and somehow tie into the heightmap/terrain:

 

52543_106147196121625_100001790351286_43

 

Underground mining too. What would be the difference?

 

55805_106147546121590_100001790351286_4355805_106147549454923_100001790351286_43

 

 

55805_106147556121589_100001790351286_4355805_106147552788256_100001790351286_43

 

Prinz Eugn posted this in another topic: http://comtrade.un.org/db/mr/rfCommoditiesList.aspx

 

I started this years ago:

 

54525_108195952583416_100001790351286_54

BTW,

 

city.jpg


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