Aug 30
City's public infrastructure
the site flattens my text so here, hopefully it does not do it again.
This is high level idea, please try not to argue with fine details, try to criticize the core idea and core implementation. And most importantly, all of these 'beneficial' bonus needs to be counter balancing in some way but I won't get into that details
What problem this suggestion tries to solve
1. lack of incentive to build common space
2. have something for mayor to do than trying to benefit from the treasury
3. Reason to create tax and benefiting low-income player dispositional by default
4. more dept to town and culture system
5. discourage settling city in mixed biome zone to dominate all resources
Public infrastructure system
A town will have 2 available public infrastructure slots to fill; they will provide different benefit to citizen or work operating inside town influence with or without condition by law.
A. 'Normal' Public infrastructure.This is more off early introduction for player to this system, it's a Park! tldr; a town can claim a zone and designated it as "public park", this park will accept a lot of outdoor furniture and provide housing XP to all citizen by default. (does not restricted by needing to be certain % of a house bonus). So, this will provide early housing XP to everyone who can't afford house for the town. realistically the balancing needs soft cap and hard cap, say around 10 in early game, 20-30 in late game. and also, generate culture proportion to XP rate. And the park should be very sensitive to any pollution.
B. 'Biome Specific' Public infrastructure.If park is an early game infrastructure, this biome unique infrastructure will have all kind different balance, some may benefit early game, some only in late game. You are free to suggest some. First, we need to determine what biome the town is in. I would suggest it dictated by at least 60% of the influence zone at standard size (i.e. this calculation won't change if influence zone expanded). If town failed biome check, it won't be available to build. By default, 'Biome Specific' Public infrastructure will benefit everyone (include non-citizen) in the influence zone unless restricted by law.
Now let get to all kind of 'Biome Specific' Public infrastructure we could have.
note: yeah, these might not be considering 'Public infrastructure' in the IRL sense, help me find a better word for this gamified mechanic. Scale of benefit and culture is tied to the tiers of workstations.
1. Ocean - "that's right, a light house"
'Light house' - speed boost to all boat (15/25/35%), reducing boat's maintenance (20/35/50%)
Requirement:
- Tier 1: Primitive Beacon - is a large bone fire, take fuel to sustain benefits
- Tier 2: Adv. Beacon - is a large bone fire with glass lens, take fuel and glass to sustain benefits
- Tier 3: Modern. Beacon - take electronic and framed glass to sustain benefits
2. Mountain - "no more going up the ramp at 10 mph"
'Logistic hub' - speed boost to all land vehicle (10/20/30%), reducing land vehicle's maintenance (20/35/50%)
- Tier 1: Primitive logistic - take dirt to sustain benefits
- Tier 2: Abv. logistic - take dirt and stone road to sustain benefits
- Tier 3: Modern. logistic - take stone road and asphalt to sustain benefits
3. Rainforest - "You know how many illnesses a rainforest can give you??"'Caring Hospital'
- reducing calorie use in crafting (5/10/15%) and tools (10/20/30%)
- Tier 1: Primitive Caring Hospital - take T1 food to sustain benefits
- Tier 2: Abv. Caring Hospital - take T2 food to sustain benefits
- Tier 3: Modern. Caring Hospital - take T3 food to sustain benefits
4. Desert - "yeah this one is very generic, sorry"'Grand workshop' - reduce resource use when crafting (3/6/10%), not applied to recipe that is not sensitive to upgrade.
note: idk what to name the workstations here
- Tier 1: Primitive - take crushed iron ore to sustain benefits
- Tier 2: Abv. - take iron ingot to sustain benefits
- Tier 3: Modern. - take reinforce steel to sustain benefits
5. Grassland - "We need to solve housing crisis!"
'Subsidized Living space' - automatically provide additional housing xp to citizen with low housing xp (use math to try to average out the bonus and should not give bonus to the high percentile), additionally the workstation will give xp bonus and star gain (5/10/15%)
- Tier 1: Primitive - take hewn log to sustain benefits
- Tier 2: Abv. - take lumber to sustain benefits
- Tier 3: Modern. - take composite wood to sustain benefits
6. Wet land - "wet land are full of life; it would be shame if something happens to them"
'Wildlife preservation park' - Reduce pollution spread and generation (25/50/75%), reduce garbage when crafting (10/20/30%)
- Tier 1: Primitive - take small captured (not kill) (new thing!) animal to sustain benefit
- Tier 2: Abv. - take medium and small captured animal to sustain
- Tier 3: Modern. - take large, medium and small captured animal to sustain
Pending