View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017206 | Stars Beyond Reach | Suggestion | Jun 8, 2015 8:47 pm | Jun 9, 2015 8:06 am | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.877 (Citybuilding Smoothness) | ||||
Summary | 0017206: Moving resource consumption to the buildings that use the resource | ||||
Description | I was thinking about resources and resource consumption buildings today. How you have to build a Warehouse to use Sol Dragon to improve the writing quality of your Literariums. I considered what would happen if your Literarium just had the ability to use the resource directly itself (and to provide adjacency bonuses in area Y). In effect, you'd no longer have a GuildHall/Warehouse/Whatever surrounded by the buildings, but just using them straight. For somethings (e.g., Police stations) this makes a lot of sense. For others (e.g., Science Lab) I still like the resource consumption building. Something to think about. | ||||
Tags | No tags attached. | ||||
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I wanted to have a simple system whereby your resource user buildings are all one set, and can clearly show when they are empty or assigned. Trying to assign resources to buildings that have other functions would really make a hash out of them, or make them show up with blank resource things a lot of the time, among other interface issues. It's an interesting point, but from a GUI standpoint it really would be a mess given the system that I'm going for here. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 8, 2015 8:47 pm | ptarth | New Issue | |
Jun 9, 2015 8:06 am | Chris_McElligottPark | Note Added: 0042129 | |
Jun 9, 2015 8:06 am | Chris_McElligottPark | Status | new => closed |
Jun 9, 2015 8:06 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jun 9, 2015 8:06 am | Chris_McElligottPark | Resolution | open => won't fix |