View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0016737 | Stars Beyond Reach | Suggestion | May 16, 2015 4:49 am | May 16, 2015 4:49 am | |
Reporter | Watashiwa | Assigned To | |||
Status | new | Resolution | open | ||
Summary | 0016737: Arcologies (multipurpose structure) | ||||
Description | Full disclosure: the more I think about this the more I think this is expansion content. Still, fun to consider. An arcology is a hyperstructure designed to minimize human impact on its environment, the word comes from "architecture" and "ecology". Ideally they are self-contained and self-sufficient, producing their own energy and recycling their own waste, only requiring raw materials for its factories and whatever foods it cannot create for itself. In SBR, the arcology could be a lategame structure that provides a large number of basic city needs in one space. Housing (dense), meals, trash storage/burning, crown production, research, maybe linguistics. It would NOT provide medical services, policing or pollution cleaning, but crime and pollution output would naturally be lower due to the nature of the structure's governance. The structure would be three hexes per side at least. To balance the effect, while they should be very difficult to destroy, any amount of damage or staffing crisis (disease, mass death) greatly reduces its efficiency. Every part of an arcology effects every other part, and inefficiencies quickly ripple. Boarines, of course, could not have these at all, unless the entire species were hypnotized before and given trauma counseling for the duration. Or drugs. Not having these is probably safer. | ||||
Tags | No tags attached. | ||||
Date Modified | Username | Field | Change |
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May 16, 2015 4:49 am | Watashiwa | New Issue |