Announcement

Collapse
No announcement yet.

Openciv3 - Building Projects

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Openciv3 - Building Projects

    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.

  • #2
    So workers can be assigned to create infustructure. For instance in civ 2 you could build a market place, but here you can build a market places in all cities.

    What i would like to see is an additional screen. This screen would list all the cities in your empire. So for instance if assigned 20% of your yearly income to sanitation, you could click on the statitation link then of that 20% you could assign each city a percentage. So i might want to assign my capitol 50% of my total spending so that i could build up my cap very fast.
    [This message has been edited by markusf (edited May 30, 2000).]
    Join the army, travel to foreign countries, meet exotic people -
    and kill them!

    Comment


    • #3
      markusf:

      This is a good idea. I will add it when I have time for it... Also, the general goal for the UI should be to allow better empire-handling possibilities.

      Comment


      • #4
        An idea I had for government before I found Joker's such a wonderful idea, is having three slide-rules. The forst being a gauge to rate the democratic level from 1 despotic to 10 democratic, second for economic 1 communist to 10 capitalist and the third for religion.
        What I was thinking beforehand is that depending on how you manipulate those gauges things would get built. But I lile Joker's idea better so I am revising this one a little...

        I think it's rediculous for a city not to have a marketplace, especially a farming community. But in Civ and CTP and all others I've seen it can take centuries to build one. Well where are people going to peddle their wares while you try to construct a place for them? That's rediculous. Or you have a city with lots of power, workhours and stuff, and Henry Ford comes along and wants a factory to make his cars in. Why should he have to wait until you decide to build one? Banks the same way. In fact just about every improvement that gets built has to be built one-at-a-time which is nonsense, takes forever to build which is rediculous, and is state owned and maintained which is communist.

        I think improvements ought to be built as needed by the people who have to live in those cities, the everyday sims that keep their money in those banks and work in those factories. I think these improvements ought to be owned by the interest group that built them.
        If IBM says to you that you have their support if you promise them a zoning permit to build a computer factory in Phoenix, you should be able to say you would do so if they build it in New Orleans. IBM might respond by saying they will be happy to build it in New Orleans AND speak out in support of your cause in France if you contract the construction of a monorail there. You agree. Now in Civ2 terms you get a free factory if you build a monorail. Now you get to hire a contractor.
        The Mormon Church promises they will not like it if you hire Kareem Abdul-Muhammad who is the best monorail builder in the world though expensive.
        The Muslims tell you that if you do hire Kareem then they will tell Persia to leave your colonies in Nort Africa alone. The Muslims insist that the Persians are very loyal to their cause.
        Congress says you should hire PG&E construction because they are the cheapest though often late and overbudget.
        The Mayor of Atlanta points out that if you hire Bob's Monorails (an Atlanta based firm) then the failing economy in that area would be greatly boosted.

        Now that's how things get built! Every little thing you do somehow affects the interest groups you are so desperately trying to gain the approval of. As you can see, with each decision you could make both friends and enemies. In this case the factory is built, owned, operated, and maintained by IBM and the monorail is yours. You get increase in revenue from the high-wage jobs created in New Orleans.

        I have to go now, I will finish later.
        He's spreading funk throughout the nations
        And for you he will play
        Electronic Super-Soul vibrations
        He's come to save the day
        - Lenny Kravitz

        Comment


        • #5
          Ok here is my economy model...

          Once industrialization is established, factories get built. Not by a president, they just get built. There should be a formula to decide whether one gets built or not, and that should be based on materials, trade demands, need, population, wealth, and infastructure. Once the requirements are met, it is assumed that some entrepeneur came in and builds a factory. He or she gets the permits and stuff and builds the thing himself. Then you have a gizmo factory in New Orleans. The factory is owned, operated, and maintained by the sim who builds it and he is considered his company. As a company, it provides +1 jobs for New Orleans.
          Now, it uses up X resources which are calculated automatically, assumed to be paid by the company that owns the factroy, and it uses up X energy each turn. Very simple. Now the trade demand for Gizmos in New Orleans has been met and surplussed. That surplus is handed to another company in New Orleans, a shipping company for another +1 jobs, and shipped to meet someone else's demand for Gizmos. Since this is an export, it also generates +1 money in New Orleans for each unit of Gizmos exported.

          It still needs a little work, I have to go now but I will finish it up later. IT is an excellent economy model.

          ------------------
          Goober
          He's spreading funk throughout the nations
          And for you he will play
          Electronic Super-Soul vibrations
          He's come to save the day
          - Lenny Kravitz

          Comment


          • #6
            I think the people should build some projects themselves, but depending on the govt.

            Under despotic govt. people build basic infrastructure and maybe small temples and market places.

            Under monarchy people can build medium infrastructure, marketplaces, medium temples (or small churches if you are monotheistic... the people can not build temples anymore then), in really large cities a bank or something bigger might be built.

            Under communism very little could be built by the people themselves, but the people would donate extra work to projects (instead of building stuff themselves).

            etc.
            "The purpose of studying economics is not to acquire a set of ready-made answers to economic questions, but to learn how to avoid being deceived by economists."
            -Joan Robinson

            Comment


            • #7
              ^Bump^

              Comment

              Working...
              X