Building Projects
Created: May 23rd 2000
Updated: -
Everything that is built in the game by humans are building projects. The project system is described here. I will be updating this description when things are discussed and decided. From the beginning of the description you can see, when it was updated, and what was changed.
There are these kinds of project types:
-the initial building of some project
-every finished project requires certain amount of upkeep per turn. This upkeeping is handled as a separate project.
-it could be possible to upgrade the finished project, when new technology becomes available. This is also a separate project.
-Finally, when an existing finished project becomes damaged, it needs repairing. This calls for one more project.
Each project requires these things:
-workyears
-resources (if there will be many kinds of resources, it could be possible to include the list of needed resource types and the amount of each
-energy, if energy model is created
-money for worker wages, if workers are free. If they are slaves, then not
There are these kinds of projects:
Infrastructure: When a new city is found, the people build infrastructure - that is, the streets, houses, electric wires etc., depending on the era. The city is ready when the infrastructure is built. Infrastructure also includes roads between cities etc. The infrastructure of the city decides how many people can live comfortably in it. If there are more people than that amount, it causes unhappiness, slums, etc.
The infrastructure could also be divided to groups; buildings, streets, water supply, power supply, carbage disposal/sewering etc.
Improvements: These are special purpose buildings or complexes. They can be built either on cities, or outside cities. This depends on improvement, some of them could be built only into cities. Usually there’s a worker limit; this means there’s a maximum amount of workers that can take part to that project at the same time. Larger projects could have more workers working on them. Also it might be possible that player could assign more jobs on that project, but that would affect the efficiency - some time would be wasted because of overcrowding at the building site. If there’s less, the work will take a longer time. There could also be a minimum setting for the worker amount.
The types of improvements could be pre-set, but it could be possible to create an "improvement workshop"; the pre-set improvement types would have a range of values for each property. The player could adjust the properties, and the larger, better, and more luxurious the improvement is, the more it would cost. Example: a standard granary would store 1000 units of grain. The player could choose to build a larger granary, that could store 3000 units. Another example: a standard temple has a "luxurious setting" of 5. The player could build a temple with the same setting at 9. That temple would be more beautiful, and draw more attention.
Here is a list of possible improvement types. This is far from final.
Granary/storage house: This can be used to store food or other resources/trading goods.
Temples/churches/mosques: Religious buildings, places of worship. The name could depend on the owner civ or religion. It could also be possible that these buildings can be owned only by religions. Civs could build them and give them to the religion they favor to get "blessings" from religions.
Monasteries: These would be used to create "religious advances".
Theatres/Concert halls etc: Culture buildings. These create progress on cultural areas.
Academies/Universities: Schools giving the highest-level education. They mainly produce scientists, and scientific development.
Workshops/Factories: These are optional. They could be owned also by companies. Usually they increase the efficiency of production, thus decreasing the time needed for building. They are especially good for producing large numbers of military unit equipment. This is also the main thing they are used for - isn't it silly to build a building in a factory?
Military bases: These would be built somewhat like cities; you build "infrastructure" or living and training areas for certain amount of soldiers, storage space for certain amount of equipment etc. Then you could build other "modules" like certain kind of defenses and security systems, air defenses, airfields, radar stations etc. The following are the basic types of military bases. You could also have a combined ground - and air force base etc.
Garrisons/Barracks: These are used to train and accommodate the infantry soldiers. Each unit needs garrison space to be effective. These improvements could perhaps have a setting telling, how many soldiers they can accommodate. Preferably only one generic garrison that can be used for all unit types, rather than one for cavalry, one for infantry, one for archers etc. like in some other games.
Naval bases: Used to train and accommodate your sailors and marines. (Yes, the infantry soldiers operating on ships were called marines even in ancient times.) They also have the docks for building and repairing your ships. The ships could be built and repaired also without docks, but in docks it could be faster/more efficient.
Air bases: Used to train and accommodate your pilots and air force soldiers, and for storing, fuelling, arming and repairing your airplanes. The airplanes are built in factories, though. Like with ships, the planes could be repaired anywhere, but in airbases it could be faster/more efficient.
Fortresses/Castles: These are more like defensive structures. They protect the troops in them, but are not recommended for long-term use. On each good military campaign, these have to be built to serve as outposts for your offensives.
Power plants: They create electrical energy. There could be many kinds of power plants: coal, oil, gas, nuclear, fusion, solar etc. Each of the types would have certain benefits, and they would be available only when the necessary technology is researched.
Water dams: These work essentially like other power plants, but they need to be built on rivers. They might also create a lake in the same tile, or even in some other tiles upriver, if the dam is very large.
Wonders: These would be special improvements. For certain improvement types, the game would keep track of the world's greatest improvement of that type. The current greatest improvement would give its builder some bonuses, in addition to its original effect - until even a greater one is built. This way, the wonders would have some sense in them, and the "number two" in the contest would also get some benefit - his improvement is still more efficient than an ordinary one.
National Projects: These are wonders, that are not buildings. Each civilization can build them once. Each one of them could require some extra work, in addition to the funding. For example, Magellan's expedition would require moving a ship around the globe. Apollo program would require building a space center, and eventually moving a spaceship to the Moon. Some projects could be carried out internationally, some of them would require international cooperation - like the Internet.
Equipment: These are ships, aircraft, equipment and other objects that are needed to create a military unit. They could be built in special workshops or factories, but not necessarily. Building workshops would increase the efficiency of the work. Also they need upkeep, repairing, and upgrading.
The equipment would be created as "sets"; like, a set of equipment for one infantryman, or one battleship. The unit "sets" could be pre-set, like phalanx equipment, legion equipment, or they could be modified in a workshop like with the improvements.
Created: May 23rd 2000
Updated: -
Everything that is built in the game by humans are building projects. The project system is described here. I will be updating this description when things are discussed and decided. From the beginning of the description you can see, when it was updated, and what was changed.
There are these kinds of project types:
-the initial building of some project
-every finished project requires certain amount of upkeep per turn. This upkeeping is handled as a separate project.
-it could be possible to upgrade the finished project, when new technology becomes available. This is also a separate project.
-Finally, when an existing finished project becomes damaged, it needs repairing. This calls for one more project.
Each project requires these things:
-workyears
-resources (if there will be many kinds of resources, it could be possible to include the list of needed resource types and the amount of each
-energy, if energy model is created
-money for worker wages, if workers are free. If they are slaves, then not
There are these kinds of projects:
Infrastructure: When a new city is found, the people build infrastructure - that is, the streets, houses, electric wires etc., depending on the era. The city is ready when the infrastructure is built. Infrastructure also includes roads between cities etc. The infrastructure of the city decides how many people can live comfortably in it. If there are more people than that amount, it causes unhappiness, slums, etc.
The infrastructure could also be divided to groups; buildings, streets, water supply, power supply, carbage disposal/sewering etc.
Improvements: These are special purpose buildings or complexes. They can be built either on cities, or outside cities. This depends on improvement, some of them could be built only into cities. Usually there’s a worker limit; this means there’s a maximum amount of workers that can take part to that project at the same time. Larger projects could have more workers working on them. Also it might be possible that player could assign more jobs on that project, but that would affect the efficiency - some time would be wasted because of overcrowding at the building site. If there’s less, the work will take a longer time. There could also be a minimum setting for the worker amount.
The types of improvements could be pre-set, but it could be possible to create an "improvement workshop"; the pre-set improvement types would have a range of values for each property. The player could adjust the properties, and the larger, better, and more luxurious the improvement is, the more it would cost. Example: a standard granary would store 1000 units of grain. The player could choose to build a larger granary, that could store 3000 units. Another example: a standard temple has a "luxurious setting" of 5. The player could build a temple with the same setting at 9. That temple would be more beautiful, and draw more attention.
Here is a list of possible improvement types. This is far from final.
Granary/storage house: This can be used to store food or other resources/trading goods.
Temples/churches/mosques: Religious buildings, places of worship. The name could depend on the owner civ or religion. It could also be possible that these buildings can be owned only by religions. Civs could build them and give them to the religion they favor to get "blessings" from religions.
Monasteries: These would be used to create "religious advances".
Theatres/Concert halls etc: Culture buildings. These create progress on cultural areas.
Academies/Universities: Schools giving the highest-level education. They mainly produce scientists, and scientific development.
Workshops/Factories: These are optional. They could be owned also by companies. Usually they increase the efficiency of production, thus decreasing the time needed for building. They are especially good for producing large numbers of military unit equipment. This is also the main thing they are used for - isn't it silly to build a building in a factory?
Military bases: These would be built somewhat like cities; you build "infrastructure" or living and training areas for certain amount of soldiers, storage space for certain amount of equipment etc. Then you could build other "modules" like certain kind of defenses and security systems, air defenses, airfields, radar stations etc. The following are the basic types of military bases. You could also have a combined ground - and air force base etc.
Garrisons/Barracks: These are used to train and accommodate the infantry soldiers. Each unit needs garrison space to be effective. These improvements could perhaps have a setting telling, how many soldiers they can accommodate. Preferably only one generic garrison that can be used for all unit types, rather than one for cavalry, one for infantry, one for archers etc. like in some other games.
Naval bases: Used to train and accommodate your sailors and marines. (Yes, the infantry soldiers operating on ships were called marines even in ancient times.) They also have the docks for building and repairing your ships. The ships could be built and repaired also without docks, but in docks it could be faster/more efficient.
Air bases: Used to train and accommodate your pilots and air force soldiers, and for storing, fuelling, arming and repairing your airplanes. The airplanes are built in factories, though. Like with ships, the planes could be repaired anywhere, but in airbases it could be faster/more efficient.
Fortresses/Castles: These are more like defensive structures. They protect the troops in them, but are not recommended for long-term use. On each good military campaign, these have to be built to serve as outposts for your offensives.
Power plants: They create electrical energy. There could be many kinds of power plants: coal, oil, gas, nuclear, fusion, solar etc. Each of the types would have certain benefits, and they would be available only when the necessary technology is researched.
Water dams: These work essentially like other power plants, but they need to be built on rivers. They might also create a lake in the same tile, or even in some other tiles upriver, if the dam is very large.
Wonders: These would be special improvements. For certain improvement types, the game would keep track of the world's greatest improvement of that type. The current greatest improvement would give its builder some bonuses, in addition to its original effect - until even a greater one is built. This way, the wonders would have some sense in them, and the "number two" in the contest would also get some benefit - his improvement is still more efficient than an ordinary one.
National Projects: These are wonders, that are not buildings. Each civilization can build them once. Each one of them could require some extra work, in addition to the funding. For example, Magellan's expedition would require moving a ship around the globe. Apollo program would require building a space center, and eventually moving a spaceship to the Moon. Some projects could be carried out internationally, some of them would require international cooperation - like the Internet.
Equipment: These are ships, aircraft, equipment and other objects that are needed to create a military unit. They could be built in special workshops or factories, but not necessarily. Building workshops would increase the efficiency of the work. Also they need upkeep, repairing, and upgrading.
The equipment would be created as "sets"; like, a set of equipment for one infantryman, or one battleship. The unit "sets" could be pre-set, like phalanx equipment, legion equipment, or they could be modified in a workshop like with the improvements.
Comment