View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017721 | Stars Beyond Reach | Suggestion | Oct 6, 2015 3:25 pm | Oct 6, 2015 5:04 pm | |
Reporter | Peons | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 0.918 (Warn Me, Please!) | ||||
Summary | 0017721: New economy model suggestions | ||||
Description | So I know this has been getting thrown around lately, and I’ve been holding off on writing something up myself. But perhaps we should indeed be taking a closer look at the “Simcity” Model. It’s a tried and true method for city builders and naturally it’s tied directly to how real world cities operate. All non-governmental buildings generate crowns via taxes. Residential buildings such as the condos generate the least amount of taxes per citizen (Because we’re cramming them in like sardines), and more spacious buildings generate more but can’t hold as much citizens (While needing more services/per citizen). Not sure if there’s a way to check a residential building’s current population staffing or not in the game, since we don’t want the building to actually take up worker slots but the income should scale based on how populated the building is. Higher levels of the building do not increase crown efficiency per population, simply how many pop is in the building. All city services/government run buildings require crowns upkeep (Police, Fire, Water, etc.) Higher level buildings provide more service for the same price. Military attacks still cost crowns per attack. Repairs still cost additional crowns. To prevent spamming of certain buildings that generate high amounts of crowns, crown generation should be linked to how used the building is. As it stands I can plop shops down that need 1000’s of service points to be used, even if I have 0 demand for that service, while still gaining full money. My empty and barren shops that are just for show are making me thousands of crowns hand over fists. The lander should have a moderate shopping service need attached to it to jumpstart the early game economy. I would also attach a minor shopping/entertainment need to local authorities to allow early game expansions to not be too punishing. Remove the population cap based on available jobs. Homeless people should be a problem (Either as additional tax, or as fodder for when you bulldoze their homes and move them to their cemetery plots :P). Even with hazmats factored into the game, high pollution buildings should have an innate medical need to indicate that it’s workers are more prone to disease. | ||||
Tags | No tags attached. | ||||
related to | 0017730 | new | How about a supply-demand services model for income? |
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Forgot to add Most international abilities should cost crowns as well, for instance even dumping trash should cost crowns (Gotta pay your minions to haul all that foul muck to the border). You could probably have abilities that generate crowns as well (e.g. the holo tourism) |
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I like everything suggested here at the moment it feels like im power gaming crown production for the sake of it alone and not because I need it but though I would like to suggest stopping jobs being a hard lock on population I don't know why but it just bugs me I don't know what negative modifiers id put having unemployed in your city but at least I wouldn't have to fill it with freaking offices. |
Date Modified | Username | Field | Change |
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Oct 6, 2015 3:25 pm | Peons | New Issue | |
Oct 6, 2015 3:27 pm | Peons | Note Added: 0043464 | |
Oct 6, 2015 4:22 pm | crazyroosterman | Note Added: 0043466 | |
Oct 6, 2015 5:04 pm | Peons | Relationship added | related to 0017730 |